DigaRW's Miscellaneous Mods

Post about your finished mods here.
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DigaRW
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A long ago, when ship broker was on early development, I suggested Ronin to become playership along with other. But it didn't manage. So I create this mods for anyone who wants to play with Ronin ship (I used Ronin/C model). While Ronin has relatively large hitbox, it's suprisingly agile and versatile. However, they have low slots (6 default slots) so I raised it to 8 slots. This ship available as starter and ship broker up to level 4 system.

I also added Borer playership as well. I used Borer-II model so it is relatively faster (0.12c) compared with first version (0.10c). They also has large cargo: 250 tons base cargo + 150 tons mining cargo (Maximum 500 tons). Borer ship are slow and less agile, but their maneuverability allows you to shoot asteroid accurately without mouse support. Thus, making ship is best for mining activity. This ship also available as starter and ship broker up to level 4 system.

These ships is available as starter ship and in ship broker in SOTP scenario. You can download from my signature or here. However, I haven't play Eternity Port yet, so this mods is not available on that scenario as starter ship. They may available as ship broker.

Also, I should mention another mods that made by Balentius. This mods contain Armstrong-class transport as playership. You can check its thread at:
viewtopic.php?f=24&t=8842
Last edited by DigaRW on Fri Dec 04, 2020 3:35 pm, edited 1 time in total.
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DigaRW
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Some new update to Ronin and Borer playerships. The Ronin mods now have playable A and B models and a bit revised.
- Ronin/A is very low graded compared with other models. Low cargo, low armor limit (heavy), less slot (6 slots), and worse equipments. It's available as starting ship and in ship broker. Not recommended as it suffered heavy limitation, but good for some challenge.
- Ronin/B is a bit better model than A. It has bigger cargo, upgraded armor limit (super-heavy), 7 slots. It's available as starting ship and in ship broker.
- Ronin/C is pretty much identical with B model, but has more slots (8 slots) and good thrust. It's available only on ship broker.

Borer mods also revised. Now starting ship uses first model which is slower (0.10c), has lower maximum cargo (250 tons), and low armor limit (heavy). It also available in ship broker. However, Borer-II still available as ship broker on middle game.

Notice that I also change this thread title to miscellaneous mods because I also added Bunker Buster mods. The Bunker Buster mods contain three devices that pretty much behaves similar with my previous mods, Flare Weapon (it has been deleted from my Dropbox).
1. Commonwealth Security Bunker Buster STD
2. Commonwealth Militia Bunker Buster STD
3. Commonwealth Fleet Bunker Buster STD

These device can call gunship support to destroy targeted enemy from nearest Commonwealth station. However, it requires presence of primary Commonwealth station (such as starton, dry dock, or fortress) to be functional; except for fleet version, they requires CSC in the system. Also it only works on Commonwealth's enemy, not Player's enemy (such as angry black market or Ferian). It also has some new ships for gunship support (Wolfen/A, Centurion-I{B}, and Minotaur/C).
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DigaRW
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Updated Bunker Buster STD. On initial release, Bunker Buster only works if there is Commonwealth base exist in the system. However, there is much desert system (especially on Outer Realm) that doesn't have Commonwealth station or CSC present in system. Thus reducing usefulness of this device. So I improve them so gunship support able to be called in a desert system. They will spawn from stargate if there is no Commonwealth installation. However, it only has 15% chance to be succeed, which player may requires several attempt to activate it. I also change its sovereign to player sovereign.

There also update for Ronin playership and Borer playership. It's only UNID change though.
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DigaRW
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I never thought I will create more miscellaneous mods and I have more plan to create more, so I had to rename this thread to DigaRW's Miscellaneous Mods.

By the way, I have some good news to everyone that bit tired of lack of mission varieties of Militia mission. This mods is called Tour of Duty. It give four more additional mission to Commonwealth Militia. However, since it's quite easy to get ranked up in Militia, there is a good chance that you might not able to run all these Militia mission. You can download it from my signature.

Many of its codes are ripped of from other mission, and yet it's quite difficult to work with. Even once you understand how mission works, it still frustratingly hard as other codes. :lol:

1. Recon Enemy Station [Rank 1]
"We need you to do a recon mission on %target% in this system. All you have to do is fly past it and make visual contact. We'll enter the coordinates to your computer. Understood?"
Pretty much similar with recon mission from Fleet, except the target is randomly generated. All you need is get closer to station and back to fortress. Destroying it is also alternative way to win.

2. Rescue Captured Militiaman [Rank 1]
"This is urgent mission. We received distress signal from one of our militiaman that survived on chaotic fight. Now he was held as hostage by marauders. You need to rescue him and escort him back here. However, his ship was badly damaged so avoid any collateral damage. Understood?"
Based on Commonwealth Mining mission which miner got captured by Centauri warlord. Instead it used Ronin/C and marauder as enemy. Be careful though as it actually damaged and his shield won't work before you cleared the area.

3. Escort Commonwealth Offical to The Fortress [Rank 2]
"A Commonwealth official representative is arriving at the %gateName%. Your orders are to escort it back to here and defend it at all cost. Clear?"
Korolov shipping escort-style mission. However, you may encounter with enemy capital ship on higher level system. There is also one defender that accompany them, but you can't fully relied on him.

4. Intercept Threatening Capital Ship [Rank 2]
"We received some reports from civilian traffic about sighting of a large capital warship wandering the system. We need you to intercept and destroy it before it threatens our colonies in this system. Clear?"
This is similar with Huaramarca mission to destroy Dragon Slaver. You need to hunt a capital ship (Earth Slaver or Tripoli destroyer), but you do it by yourself. Be careful though as they have some escorts that protecting them.

However, this is first time I works on mission code. There might be some bug that I missed during test. If you found bugs or perhaps have some suggestion, please let me know.
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DigaRW
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New Mods: Civil Workouts
A new mods is now available at my Dropbox. The mods is called Civil Workouts. This mods contain two mission for Commonwealth Colony. These mission appears as regular mission that rewarding credits for player. This mission may appear only once at time for one colony.

1. Escort Domina Hospital Ship
"A hospital ship from another system is going to visit our colony. They will arriving at the %gateName%. The problem is, hostile activities in this systems is a bit high at this moment.

"If you can escort them until they arrive to this station, you will be paid around %payment% for this job. Are you willing?"
Escort-type mission that available in Commonwealth Colony up to level 7. This mission may seems easy at low level, because the hospital ship is strong enough and capable to destroy raiders for few hits. But at later level, you may find the mission bit hard as the enemy raiders level advance.

2. Kill The Culprit
"Recently, our station defense was sabotaged by one of our men and leave us defenseless against pirate raid. During the chaos, he took the opportunity to stole many of our belongings.

"We received report that he is hanging around at this location with his felon gang. We've prepared %payment% if you could finish him for good. Will you help us?"
This mission requires outlaw weapon cache (hostile Ronin) available on the system. In this mission, you need to kill a specific outlaw Ronin/C. Once he is killed, you can either escape from other Ronin around the area or just finish them for their cache loot.

New Mods: T31 Playership Mod
T31 is a crude but reliable transport ship. It is commonly used by Black Market and outlaws to transports their contraband commodities.
This mods allows you to play as T31-class transport. I've modified a bit to make this ship playable.The ship is a bit sluggish and a bit downgraded. Despite it has large maximum cargo space (250 tons) and good armor limit (super-heavy), it has only 6 slots available (it may too worse to use; let me know if I should raise up their slots). However, if you need access to Black Market and able to trade illegal items in early play, this ship is a choice as it has Black Market ID and Smuggler cargo hold. This ship is available as starting ship and in ship broker.

Tours of Duty Mods Update

- Revised code for mission 04
- Removed additional escort on mission 03
- Rebalance encounter table for mission 03
- Improved Commonwealth Official ship so they don't die easily against slaver

Update For Other Misc Mods
There are few changes to other miscellaneous mods. Although it's mainly UNID changes and some minor fixes, it's recommended to replace the older mods and start new game to avoid errors.
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DigaRW
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Quick update for Tours of Duty mods. Just to fix mission 03 as it was uses regular transport instead of modified one. No restart required.
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DigaRW
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I was writing announcement for this update, but then my computer was suddenly freeze. So I had to use another computer to write this again without fancy writing like my previous post. (-_-)

Most of change happens on T31 Playership mod and Civil Workouts mod. T31 ship slot was increased to 8 slots and its equipments both starter ship and ship broker was changed. Meanwhile in Civil Workouts, I fixed some of bugs and few changes. But most importantly, I has added a new mission. This mission is to retrieve a teddy bear to a young girl.

There also a new mods, "IAVPlayershipMod". This mods allows you to ride Heavy IAV in the game. This ship is a bit slow than other gunship (0.16c), has medium cargo 50 tons which can be expanded up to 200 tons, 8 slots with weapon limited up to 4 slots, and good armor limits (super-heavy). Heavy IAV is available for starter ship and in ship broker. They have most advanced weapon than other ship, but they have worse armor and no shield (you can still use shield though). I was planning to add light IAV and medium IAV too in this mods, but unfortunately they have no hero image. I don't want to spend extensive work on this mods so I should wait George to add them.

Last, rest of them was updated to API 51. Although they still run in saved game , but it's recommended to restart them.
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Amteloletom
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I couldn't find any of your posts about StrongBox Mod so I just gonna post this here.
It seems that the strongbox wasn't disappeared after its used, which means that it will able to create any random items indefinitely. Perhaps you could fix that?
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DigaRW
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Amteloletom wrote:
Sun Jan 10, 2021 2:19 pm
I couldn't find any of your posts about StrongBox Mod so I just gonna post this here.
It seems that the strongbox wasn't disappeared after its used, which means that it will able to create any random items indefinitely. Perhaps you could fix that?
That was same bug with contraband box after v1.9 updates, but later was fixed. Strongbox was discontinued after a while and I don't have a copy of it. However, you should send it here so I could fix it for you.
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DigaRW
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Nevermind, I forgot the mods still available at xelerus.
http://xelerus.de/index.php?s=mod&id=1539

I probably will make them as misc mods here.
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DigaRW
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Amteloletom wrote:
Sun Jan 10, 2021 2:19 pm
I couldn't find any of your posts about StrongBox Mod so I just gonna post this here.
It seems that the strongbox wasn't disappeared after its used, which means that it will able to create any random items indefinitely. Perhaps you could fix that?
Here they are. I didn't test it because I work on different computer at the moment. Check and see if the bug was fixed.
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DigaRW
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IMPORTANT NOTICE

All miscellaneous mod UNIDs has been changed. I recommend to download all misc mods (non-zipped mods) and replace the older DigaRW's misc mods to avoid any errors. Restarting the game is also recommended.

Bunker Buster Update
- Replaced Wolfen/A to EI100/M.
- Increased chance to deploy gunship support in desert system up to 25%.
- Revised table spawn for Bunker Buster 01.

Civil Workouts Update
- Readjusted reward for mission 01 and mission 02.
- Allows mission 01 accessed on Commonwealth Settlement.

Tours of Duty Update
- Reworked on all Militia mission to display payment during briefing.
- Re-tidied the mission code.
- Added new special mission 05, "Follow The Sapiens Ship To Their Base".

1. Follow The Sapiens Ship To Their Base
"There is a rumor that Sapiens has built a new base in this system. Currently, we unable to find their location. However, there is a Sapiens ship recovering in this coordinates after recent battle. We want you to follow them, find their base, and make a visual contact.

"We'll pay %payment% if you succeed. Understood?"
This mission is to follow Revelation ship into a newly created sapiens compound. Make sure distance between you and the ship within 125 light-seconds. Once you found the base, you should get closer as usual recon mission.
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DigaRW
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Updated Bunker Buster Mods to tidied up the code. This update is safe and no need to restart.
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