Topic: Ancient Era Mod released  (Read 23906 times)

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Offline TarMinyatur

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Ancient Era Mod released
« on: October 20, 2012, 12:31:59 pm »
Hi all. I have been working on this conjectural-era mod for a while. It comes with a Mod Swapping utility to make changing between mods (and the default version) easy.

It includes Tholian models (from Brezgonne), a Tholian psuedo-web caster, and more-or-less balanced ships for single-player and multi-player skirmishes.

Please check it out. I think you'll enjoy the tactics required in an era with more primitive tech.

Download it here. (A newer version is available.)

Here's the readme:

Tar's Lightweight Mod Swapper for SFC2 (EAW, OP, CE)
Version 1.0
Created on October 5, 2012

This utility adds my Ancient Mod to SFC2.
For expansion, you can also swap two additional mods (if they exist).
The game's regular unmodified ("Stock") files can be quickly restored, too.

1. Make sure SFC2 is in its unmodified text file configuration. (Don't delete your mods! Just store them somewhere. Your custom models are unaffected by this utility.)
2. Extract all of AncientMod.zip's files to your SFC2 "..\Assets\specs" folder. (Don't use "..\Assets\specs\AncientMod".)
3. Exit the AncientMod.zip archive.
4. Open your SFC2 "..\Assets\specs" folder.
5. Click "Setup.bat" to setup this utility.

Swapping Instructions:

1. Open your SFC2 "..\Assets\specs" folder and look for a file named "Mod_Swapper.bat".
2. Click on "Mod_Swapper.bat" and choose Ancient, Stock, Mod1, or Mod2 to play.
3. I recommend making a desktop shortcut for "Mod_Swapper.bat".

Notes:

Mod1 and Mod2 are intentionally empty. There's no problem if they remain vacant. However, if you wish to use these two expansion slots:

Copy your mod's "strings.txt", "aaStrings.txt", "quicktips.txt", and "shipnames.txt" into your "..Assets\Strings\Mod1" folder.
Copy your mod's "shiplist.txt", "ftrlist.txt", "model.siz" into your "..Assets\specs\Mod1" folder.

(Repeat this procedure for Mod2's folders.)

Any questions? Please post on the Dynaverse.net forum.

Thanks.
« Last Edit: November 08, 2014, 08:29:20 am by TarMinyatur »

Offline TarMinyatur

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Version 1.1
« Reply #1 on: December 03, 2012, 04:22:50 pm »
Version 1.1 fixes minor issues. Same Skydrive download location as in previous post.

Please uninstall v1.0 before installing v1.1

L-D's disruptor arcs have been swapped to match weapon panel's UI
L-LC's model size has been increased to match other races' Light Cruiser dimensions
A directory checker's message has been corrected

Thanks
« Last Edit: December 13, 2012, 12:04:08 pm by TarMinyatur »

Offline TarMinyatur

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Version 1.3
« Reply #2 on: December 24, 2012, 10:28:54 am »
Changes in version 1.3:

This utility will work with any version of SFC2 (EAW, OP, CE) since the assets directory structure is the same. (OP doesn't work with this mod's EAW-based string files. I am working on an OP-compatible version. 3/6/13)

The Psuedo-web caster has been removed. (It could be thwarted by a 1-point tractor beam set to GRAB rather than repel. Back to the drawing board for a long-range tractor device...)

Tholians receive two extra tractors to partially simulate web snare technology.

Added a better uninstall batch file, such that your mod's copies aren't automatically deleted within the Mod1 and Mod2 folders. It confirms deletions.

Uninstall 1.2 or earlier versions, then install 1.3.

Same download link as above. (Newer version available.)

Thanks
« Last Edit: March 06, 2013, 09:55:27 am by TarMinyatur »

Offline TarMinyatur

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Version 1.4
« Reply #3 on: January 05, 2013, 11:18:35 pm »
Changes in version 1.4:

Added 27 "Agility, Acceleration" refits for the 2220 A.D. era.
Added 27 "Shield, Mine" refits for the 2227 A.D. era.
Added "Ancient Battles" multi-player script. Capture is enabled.
Added "Ancient Skirmish" single-player script.
Removed shields from 2201 A.D. and 2220 A.D. Tholians.
Clarified the vessel library.
Modified some quicktips.

Download it here. (Newer version is available.)

Please uninstall earlier versions, then install Version 1.4.

Edit: Unfortunately, FMSE-made scripts like "Ancient Battles" and "Ancient Skirmish" will cause SFC:CE to crash! Please delete these two scripts from your SFC:CE's "..Assets\scripts" folder.

Thanks
« Last Edit: January 28, 2013, 02:23:23 pm by TarMinyatur »

Offline TarMinyatur

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Version 1.5
« Reply #4 on: January 28, 2013, 02:20:58 pm »
Changes in version 1.5:

Deleted FMSE-made "Ancient Skirmish" and "Ancient Battles" scripts because they crash SFC2:CE.
Cleaned up some strings and quicktips for clarity.
Enabled Battlefest-style scripts by adding a "Frigate".
All '27 refits get 2 more Batteries
'27 Klingons get FAR/FAL Disruptor Arcs to deal with newfangled shield technology
'27 Kzintis get B-racks to tie up starcastlers phasers

Uninstall 1.4 or earlier,
then Download 1.5 here. (A newer version is available.)

Thanks

Edit: Battlefests still don't work. These scripts are looking for stock ship designations, so they will never load a F-D, for example. I would need to rename the Fed's Ancient units to F-DD, F-CL, and F-CA to get them to work with 'fests...unless I can somehow alter the .scr files.
« Last Edit: February 20, 2013, 03:48:17 pm by TarMinyatur »

Offline TarMinyatur

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Version 1.6
« Reply #5 on: February 20, 2013, 03:45:37 pm »
Changes in Version 1.6:
Added 18 Ancient Battleships. (Customarily, they could be called Light Dreadnoughts with a 1.25 move cost...but I believe "Battleship" is a better description.)

You may download it here. (A newer version is available.)

Uninstall earlier versions before installing this one.

Thanks.

Edit: Some of the Battleships are using Heavy Cruiser models. I'll fix this in the next version. I'm trying to make a stable Dynaverse mod using these Ancient ships...but I'm not satisfied with the results thus far.
« Last Edit: February 28, 2013, 04:48:40 am by TarMinyatur »

Offline TarMinyatur

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Version 1.7
« Reply #6 on: February 28, 2013, 05:32:21 am »
Changes in Version 1.7:

--Now works with Dynaverse, if your campaign .mct files contain exclusively Met_*.scr missions. I included Marine Transport Ships (loaded with assault shuttles) to assist in the invasion of Planets. They are listed as War Destroyers with regard to production, but they are Freighters otherwise.

I recommend changing the spec paths in your "Assets.gf" file to:

ShipSpecs      = ".\Assets\specs\shiplist.txt"
FighterSpecs   = ".\Assets\specs\ftrlist.txt"

If you do, the single-player Dynaverse will automatically load the spec files that are selected by the Mod_Swapper.
 
--Some Battleships were using Heavy Cruiser models. Fixed.
--Increased the size of R-HC and R-LC models to better match other races' ships of those classes.
--Adjusted the Monsters because ships either lack shields or have 2-strength shields.
 
Please uninstall earlier versions, then download Version 1.7 here. (A newer version is available.)

I assembled eight Ancient .mct's that work with this mod. They are available here.

Thanks
« Last Edit: March 22, 2013, 09:43:24 am by TarMinyatur »

Offline TarMinyatur

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Ancient Mod 1.8
« Reply #7 on: March 22, 2013, 09:41:44 am »
Changes in version 1.8:

Two initial commented lines in ftrlist.txt mysteriously cause a "possible cheat' message to be displayed, even in single-player LAN mode. I removed one comment to fix this.

Uninstall earlier versions, then download it here. (A newer version is available.)
« Last Edit: January 30, 2014, 02:12:39 pm by TarMinyatur »

Offline TarMinyatur

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Re: Ancient Era Mod released
« Reply #8 on: August 08, 2013, 12:25:22 pm »
I am working on version 1.9.

I'm thinking of removing some disruptors from the Tholians. Maybe I'll replace one with a photon. Without the web, they don't have much flavor.

The Klingon vs. Kzinti battle seems fine -- Klink's superior engine power and agility vs. Kzinti's pivoted dizzy arcs and two Type-IV drones per turn.

Gorn vs Rom and Lyran vs Hydran match-ups seem good.

Has anyone tried this mod?  I'd appreciate your comments.

Thanks.

Offline TarMinyatur

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Re: Ancient Era Mod released
« Reply #9 on: October 07, 2013, 10:26:37 am »
Unfortunately, the Romulan/Tholian user interface for Photon Torpedoes is broken. It's a bug that's in EAW, too. I never noticed the inability to use overloads, proximities, or offline mode. Well, this is not surprising, since the Romulans do not use Photon Torpedoes...

I don't like the idea of moving the Tholians into another host empire (such as Klingon or Federation, which have working interfaces).

I do like the Tholian/Romulan combination, both tactically and philosophically. So for now, the Tholian Fleet shall remain armed with Disruptors, Ph3's, and a pair of Ph1's, and remain very maneuverable (since opponents can't be stuck in web).

Offline TarMinyatur

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Romulan UI for Photons
« Reply #10 on: October 08, 2013, 10:45:38 am »
Adam, I thank you for your ideas and efforts. (I never thought about editing bindings.ini.)

It is possible, in multiplayer skirmishes, to select an alternate UI for Tholians (just before starting the mission) to fully enable Photon control. So that's a minor inconvenience.

But in singleplayer, I suspect the Tholian AI will be unable to fire proximity or overloaded Photons... Does the UI affect the AI? Hmm...

I'll check that out.

Offline Corbomite

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Re: Ancient Era Mod released
« Reply #11 on: October 08, 2013, 05:24:57 pm »
Unfortunately, the Romulan/Tholian user interface for Photon Torpedoes is broken. It's a bug that's in EAW, too. I never noticed the inability to use overloads, proximities, or offline mode. Well, this is not surprising, since the Romulans do not use Photon Torpedoes...

I don't like the idea of moving the Tholians into another host empire (such as Klingon or Federation, which have working interfaces).

I do like the Tholian/Romulan combination, both tactically and philosophically. So for now, the Tholian Fleet shall remain armed with Disruptors, Ph3's, and a pair of Ph1's, and remain very maneuverable (since opponents can't be stuck in web).


I don't see the problem with using the Klingon interface as the tholians were on their border in SFB (if that's the set up you are using). It would seem logical that they picked up some of their tech. It's a shame you don't have the pirate interface available as it is set up to use just about everything. Another thing that might be interesting (if you are commited to keeping the Rom interface) is Disruptors + Plas-F (no bigger) and keep your Phaser numbers low and short range like you have now. I think Plas-F are a better swap for the web than Photons as Photons are a long range, low yield weapon compared to Plas-F and the ultimate intention of a web: to shut down the opponents ability to move in order to blast them. That combo gives the Tholians the ability for sustained long range fire, with a constant energy draw, and a short range stop-em dead weapon if they get the opening. It works for the F-BCF (and a handful of other Fed ships) and the ISC, why not the Tholians?

Offline Corbomite

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Re: Ancient Era Mod released
« Reply #12 on: October 08, 2013, 05:50:46 pm »
I really like corbs idea
:)


Which part? It's actually two ideas. I just had another crazy thought. I've always thought that Disruptors + Hellbores would be a a sick combo, too powerful really, assuming one could afford the power and move the same time  ;). But it occured to me that each Tholian ship of a certain size or larger could have one Hellbore to simulate a web caster mount of sorts. A standard loadout for a NCL- CC+ would be 2-3 Disruptors, 1 Hellbore, 2 Plas-F, 2 PH-1 and a handful of PH-3's.

Offline Corbomite

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Re: Ancient Era Mod released
« Reply #13 on: October 08, 2013, 05:59:16 pm »
Even crazier idea: Make the Plas-F into Plas-I instead (any firing arc you like, the intention is to take the pseudo torp away and if you only mount the I-Torps one at a time the defensive value is the same as an F-Torp). This means no keeping people at bay with fakes.

Offline TarMinyatur

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Re: Ancient Era Mod released
« Reply #14 on: November 15, 2013, 11:49:32 am »
Thanks for your input, Corbomite and Adam.

I've been playing Alpha Centauri/Alien Crossfire lately (which is getting great unofficial patches), so the Ancient Mod has gotten dusty.

Hmm...Tholians with Hellbores or Plasma-F/I ?

2/3rds of the ships in the Ancient Mod have no shields, so Hellbores (and Enveloping Torpedoes) are relatively enhanced compared to regular SFC.

The Galactic setup for this mod is intended to be standard SFB (Fed/Gorn/Kzin/Hydran vs Lyr/Rom/Klink, with ISC unpredictable, except that the Romulans are allied and fully integrated with the Tholians.

Offline TarMinyatur

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Re: Romulan UI for Photons
« Reply #15 on: November 25, 2013, 01:55:04 pm »

...I suspect the Tholian AI will be unable to fire proximity or overloaded Photons. Does the UI affect the AI?

I'll check that out.

An AI Tholian (Romulan) hit me with an overloaded, a regular, and then a proximity Photon Torpedo. That is good news! So a player only loses the proximity function, which isn't a big deal for ships equipped with Disruptors.

Offline TarMinyatur

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Ancient Mod 1.9 for SFC:CE
« Reply #16 on: January 30, 2014, 02:07:13 pm »
Changes in version 1.9:

Interface now shows SFC:CE version number 2.670 (after splash screen), and shows Ancient 1.9, too.
Klingon LC2 was missing its battery refit. Fixed.
Removed Tounament Cruiser clutter.

Quicktips often annoyingly covered by cursor. Fixed.
Multiplayer ship-names are now more conventional.
Removed a fair amount of shouting (i.e. caps lock) from interface.

Lowered the acceleration values of Tholians from 16 to 9 (early) and from 20 to 15 (thereafter).
Lowered the acceleration values of galactic ships from 8 to 6 (early only). 

Removed one Disruptor and one Tractor from every Tholian warship.
Added 10 Probes and one Shuttle to every Tholian warship. (Probes do 16 damage to units that begin the scenario without shields, such as shuttles and all the pre-2227 ships.)
Added one Transporter to the T-D2, T-LC2, T-HC2, and T-B2.

---

Please uninstall previous versions.

You can download the mod from my Skydrive at http. (A newer version is available.)
« Last Edit: November 08, 2014, 08:20:09 am by TarMinyatur »

Offline TarMinyatur

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Ancient Mod 2 released for Community Edition
« Reply #17 on: March 16, 2014, 02:20:16 pm »
Changes in version 2:

All shielded ships now have "New" in their designation (e.g. old LC2 is now called NLC, New Light Cruiser).
Added the Federation Cruiser (designation: F-C), an alternative configuration of the F-HC for the Romulan border.
ISC Destroyers: Removed the Plasma-G. Added two Plas-I's. (So now only Roms and Gorn use Psuedo Plasma trickery.)
ISC Battleships: Replaced the two Plas-F's with two Plas-I's. Added one RH Ph1, for a total of 5 Ph1's -- the greatest count in the mod.
Orion weapon packages modified (AI only).
Long-range Tactical Info now properly shows "Destroyer" and "Battleship" (instead of Frigate and Dreadnought).

Known Issues:
Attack Probes do 16 damage to units that lack shield generators, but do 5 damage otherwise.
There are two identical F-D's in the shiplist. This enables the "choose variant" button so you can select the F-C in 2201-era multiplayer.
Quicktips are technically correct. The game, however, has bad pointers. ESG/Fusion may be referenced when another weapon is expected.

Please uninstall previous versions.

You may download Ancient 2 for Community Edition from my Skydrive here. (A newer version is available.)

Thanks.
« Last Edit: November 07, 2014, 08:57:35 pm by TarMinyatur »

Offline TarMinyatur

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Ancient Era Mod 2.1 for Community Edition
« Reply #18 on: November 07, 2014, 08:54:50 pm »
Hi. I'm back with an update to my favorite mod.

Uninstall previous versions. Then you can get the new one here: http://1drv.ms/1z88XHR


Changes in version 2.1:

ISC Destroyers now use an enlarged Frigate model (matching the current UI).
Kzinti Destroyers now use Destroyer models and UI's (instead of Frigate stuff).
The Tholian '27 refit now lists the addition of a Transporter.
Swapped the Probe launcher for an additional Mine on unshielded Tholian ships.
Kzinti Battleship made slightly smaller.


Thanks.

Offline TarMinyatur

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Re: Ancient Era Mod released
« Reply #19 on: November 18, 2014, 09:32:11 pm »
I'm working on 2.2 now...

Here's what I'm thinking: The Hydrans will finally get a Carrier in 2227, the H-C. It would get a flight of 4 Fusion-equipped fighters. The idea is that the Carrier will be an equivalent-power and equivalent-BPV refit of (and complement to) the workhorse H-NHC, exchanging Hellbores for Fusion Beams on its wings. The H-C's fighter bay would reduce the nose-mounted Fusion Beams from 2 to 1, as well.

The H-C would be able to move fairly quickly with only three Heavy Weapons to arm and hold...but with relatively slow fighters, a dual overrun isn't likely to happen.

Preliminary Stats for the fighters:

Max speed 16
10-Box hull
1xPh2 FA, 1xFus FA (with 30-second cool-down), and an ADD6*

*The ADD6 sometimes results in a mine-laying fighter! It can't fire ADD's, but it can drop a mine in lieu of chaff pods.

Making progress on some things that always bugged me in the UI. I always wanted to know the drone control rating of a ship. Now it is visible in the vessel library. (I sacrificed the unimportant "crew" slot for drone control information.)

Thanks.