[MOD] Various

Post about your finished mods here.
PM
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Just uploaded six mods to Xelerus.

(Beta) Weapons: This lets the player move almost any standard primary weapon into an empty launcher slot. In effect, the player can double his firepower by firing two weapons simultaneously. All the player needs to do is use a weapon to move it in or out of the launcher slot. Note: Named (Beta) because that is what the weapons are labeled as, like alpha, beta, gamma; not as a work in progress.

Blade Corporation: This adds many more items which include weapons, shields, armor, miscellaneous devices, and autons. Also added are two more stations which sell these items exclusively, an arms dealer and a factory, both of which represent the Blade Corporation.

Godmode: Adds some overpowered items and a modified ship's interior that is best described as G.O.D. Lite.

OreScanROM: Adds an ore scanner via ROM, which can be upgraded by algorithm cubes.

Reactors Pack 912: This is a reactor mod pack. One mod features an upgrade menu, a second features slotless reactors, and a third features solar powered reactors.

Weapons Pack 912: This is a weapons mod pack. One mod features a modified Qianlong Archcannon that can be recharged by transferring power from your reactor to the weapon. A second mod features reloadable disposable launchers. The third features upgrade kits that convert some weapons into a higher level weapon.
PM
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Uploaded one more to Xelerus.

Ore Dockscreen Overwrite: This mod overwrites the mined ore dockscreen. When you dock at a boulder of mined ore, you can read a list of its contents before attempting to bring the ore aboard. The screen will also inform you immediately if you lack a miner's cargo hold. Upon pressing 'Bring aboard', the ship will automatically collect all of the ore or as much it can carry, then exit the dockscreen immediately, bypassing the loot screen and unnecessary key pressing.
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ThePrivateer
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PM wrote: Ore Dockscreen Overwrite:
Fantastic mod PM! :D

It may be a small overwrite, but it makes mining much more streamlined, making it an (almost) joyful experience to mine.

I gave you a "thumbs up" on Xelerus and dropped in a comment too.
I'll be using this mod for a while to come....
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Another upload to Xelerus.

Playership Drones: This mod lets the player buy and command up to two other unmanned playership drones. The drones behave much like wingmen, with some differences. The player can also dock and swap ships with a drone, at which point the old ship becomes a drone. While the player is piloting the ship, he can upgrade them as he sees fit.

Also included is an optional mod that gives the player a powerful escort at the start of the game, an EI7000 freighter dubbed Shen Long. Though unarmed, it is immune to conventional attacks. With its 2000 ton cargo space, it can store massive amounts of loot. If that was not enough, Shen Long will automatically loot everything from nearly any wreck the player will encounter. Once Shen Long fills up with valuable cargo, it can be commanded to dock and sell as much cargo as possible.
PM
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Updated all mods for 1.04, and uploaded another mod.

Quantum Cyberdeck: This mod adds a quantum CPU that can be installed in the launcher slot. While installed, not only it allows the player to use algorithm cubes, but also allows the player to launch a cyberattack against a nearby enemy once every five seconds. The cyberdeck has two attack programs available, and they can be toggled with TAB, much like missiles. (This is why this item uses the launcher slot.) One is ScrambleLite, which paralyzes a ship, similar to the effect caused by a Scramble1.5 cube. The other is Shi3ldsDown, which works just like the slavers'.
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Star Weaver
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Thanks for keepin' on top of these, I use about half of your stuff and might pick up a few more now :). (And 1.04 breaks old style reactor specifications, so yay, don't have to mess with your reactor pack myself :D)
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Atarlost
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dropping shields is still very powerful. Doing so once every five seconds without requiring a consumable is too powerful at any level.
PM
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I will reupload a weakened version soon, one with a longer cooldown (10 seconds) and/or automatic fail rate. It did not help that I tested the item against a group of Luminous, who shrug off mid-level cyber attacks.
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Song
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I'd make it 30 seconds, personally. That gives the shield time to actually start up again.
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Jeoshua
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Maybe the launcher could be set up to be aimed, like a laser. You could even use an invisible (or maybe even visible) tightbeam laser communication you could have to actually aim. Omnidirectional, of course... I think I'm going to try and go make that happen <OnDamage>
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Reuploaded Quantum Cyberdeck at Xelerus.

The two big changes are fire rate is once every twenty seconds; and a third program, ShieldRecovery, is added. ShieldRecovery adds a small amount of shield hp back.

As for dropping shields, the paralysis from Scramble(Lite) was nastier. With once every five second use, it was possible to stunlock most ships.
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ThePrivateer
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I recently downloaded most of those mods, PM, but I can't get Beta Weapons to work.

I have two weapons installed (eg Recoiless and Laser), with spare weapon slots, but upon pressing "U" I am told that there is nothing to use in my cargo hold.

So I tried having one weapon installed and another in the cargo hold but that didn't work either.

Did I miss something? :?
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Star Weaver
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It worked for me, but I don't remember if I had anything else usable in my inventory. You might want to pick up a random rom or barrel and see if that will make the equipment appear as well.
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To ThePrivateer: I shuffled some UNIDs, so if you continued a game in progress after updating the mod, it may not work.

Uploaded another mod.

Homing Laser Cannon: Adds homing laser cannons capable of bending beams they fire at a target. The effect is similar to what is seen in some anime and other video games. The weapons are similar in effectiveness and function to their omnidirectional counterparts, if any. In addition to the lasers is a high level homing lightning gun. The mod was done as an exercise on the use of invisible missiles with wide, brightly colored vapor trails to create the bending laser beam effect.
MReynolds
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Great Mods, but I can't figure out how to get the weapon upgrade kits to work. I've tried the turret on a bunch of weapons and it won't take, I've also tried the linking kit on two different types of weapons, each of which I had 2 of, and it also didn't take. Any suggestions?
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