UPDATE - 1/18/09
DONE
Point Defense Missile v2.0.1: Updated impact and trail effects.
Point Defense Missile v2.0: Now compatible with Sword of the Stars: Murder of Crows v1.6.4.
Point Defense Missiles v1.1.1: The weapon selection name is now fixed.
Point Defense Missiles v1.1:
This should work with the full game now, if it wasn't already. I'll
eventualy update it to work against the longer range torpedoes in the
full game. To make it clear, this mod adds missiles, to the PD tech,
that can shoot down torpedoes.
Demo Version, Point Defense Missiles: I think it's just a cool idea and they would be great against torpedo weapons but that's it since I'll make them slow firing.
Missile Gauss Enhance v1.0: I modded the missile exhaust to be more visible and voluminous, at several thousand meters, and I modded the gauss rounds to glow slightly, as if heated by the terrible energies that propelled them forth. DOOM!
Flame Thrower v1.0: Yes,
here for the first time ever is the complete version of Flame Thrower,
a mod that turns your unexciting cannon into the devil's tounge of
doom. Prepair yourself for third degree burns of fun! Ignore the ReadMe that comes with it, though, it's confusing. The weapon does do damage, all it describes is exactly how it does the damage, which is not by the flame effect but by multiple, invisible, bolts.
Flame Thrower v0: Yep, version 0, it's prerelease.
Forum Thread for Flame Thrower and Missile Gauss Enhance
Range Finder v1.0:
This is the new mod I've been mentioning here and there. It combines my
laser beam mod, effects range increase by ZenMagnus, firing range
increase, LOD increase, visual and sensor increases, and a few other
tweaks here and there.
IN PROGRESS
Laser Realism v0.8: Green Lasers no longer give UV Lasers.
Laser Realism v0.7: Compatible with Sword of the Stars: Murder of Crows v1.6.4.
Laser Realism v0.6: Pulse phasers are beams. The wit has left the building.
Laser Realism v0.5: There is no spoon. Uh, I mean, there is no v0.4.
Laser Realism v0.3: More lasery goodness.
Laser Realism v0.2: Now, with inaccuracy!
Laser Realism v0.1:Make lasers
invisible and fire as beams, they should leave hull scarring. I'll
change the turret appearance as well. - I'm dropping the beam
invisibility, it's boring and anoying. Let there be light!
POTENTIAL
Plausible
Deadly Engines: Newtonian engines that act like beam weapons, non-aimable though.
Kinetic Weapon Realism: The
rounds will be much smaller and faster, only visible when paused.
Accuracy will be increased, maybe with slower refire. They leave crater
marks. Strike that invisible except when paused thing, it wouldn't be as exciting as always visible rounds.
Nuke Effects: The nukes will be made blinding and devastating, so point defense weapons will be made better.
Destroyer Fighter Section: This
will be a headless mission section with two small weapons, a single
medium turret, and a huge boost to speed and turning stats, with low
armor. It turns the destroyer into a fighter like craft. Maybe it
create a smoke trial like a rocket.
Monitor Engine Section: This
engine section has no FTL drive, it is meant for purely defensive
ships. Lacking all FTL capability allows all other statistics of the
section to be increased greatly.
Bio-Weapon Changes: Bio-Weapons
will be split into race specific weapons, making self infection
completely impossible. Alternatively, Bio-Weapon environmental impact
will be made devastating, in order to bring the effects more in line
with a literal interpretation of the bio-weapon description. Perhaps
both will be done, with the current first bio-weapon being made the
second or third bio-weapon and bio-weapon self infection being made an
almost impossible event.
Troop Transport: Possibly a
replacement for the Assault Shuttle's current combat effect. It will do
its damage over time, such as with the bio-weapons and have reduced
infrastructure damage.
Assault Shuttle: It will have
its infrastructure damage increased slightly and environmental damage
added. The model will be changed to resemble current hypersonic bomber
designs and Project Pluto, the most awesome weapon ever conceived.
Terran Weapon Realignment: The
Armor hull of the destroyer has the weapons poorly placed, which is sad
considering that the extended range hull has great placement. This will
be a redesigned Armor hull segment, with the same exact specs, except
for the turrets which will have better firing arcs if it can be worked
out.
Bendy Beams of Doom!™:They're beams, that bend... What more do you want!
Spinal Mount Turrets: Turrets that dreadnoughts can carry for spinal mount weapons.
Multi-Section Satilites:
Satilites, with sections. If I get to it, I'll put section nodes on
each satilite class and I'll add sensor and defensive sections.
Questionable
Terran Couriers: They're ships
that send movement orders to human ships in FTL transit. They're only
useful if used quickly, otherwise the target ship will get to its
destination before the courier can reach it.
Planetary Ship Movement Interruption Orders:
Terran ships have to pass through star systems in normal space, during
this time orders can be sent FTL to the system for a ship to pick up.
This allows Terran ships to have their orders changed before reaching a
target system, as long as there is at least one planet before the
target planet that the ship has yet to pass.
Sub-Munition Missile: A missile
with smaller missiles that launch just outside point defense range. The
smaller missiles will be quite maneuverable but won't be able to reach
as high a velocity as the carrier missile.
Fighter Carrier: Investigate the space bees code for possible carrier adaptation. Strike that, it's the Van Neumann Machine code holds the key. Pyramids of doom!
Alien Drives: This will allow
races to use alien drives. At its best, the drives will have
appearances adjusted to the users general tech appearance. There will
be different levels of drive assimilation for each level of drive tech.
The first level drive will look like the normal version of that drive,
with very minor changes. The second level drive will have two versions,
one that looks much like the original and a second that looks more like
the assimilating race's technology. And so on, with the third drive
having three levels of assimilation. Because the technology is
non-native they are less capable than native drives, for instance, if
the Tarka build a Terran node drive, their node drive won't be as good
as the Terran node drive, or vice versa with respective drives.
There will be single alien drive engine hulls and drive sections that
use two, the normal drive and the alien drive together. The Tarkas
drive will be extremely hard to capture and the Hivers will be
completely incapable of using alien drives. This is because of what is
said in the respective Histories for the races, Tarkas are supposed to
be extremely protective of their drive tech, and the Hivers don't have
any interest in alien drives. Also, no one will be able to gain Hiver
drive technology, as it is just normal reaction drive technology writ
large and their gate technology could be too unbalancing in combination
with FTL drives. Let's just say that the Hivers have extremely reliable
self destruct systems in their gates to finish off anything not
destroyed by their enemies.
Matter Synthesiser: Adds five resource points per turn to ever planet.
