THE TEMP mod - my ideas, and how the were done
First the big ones:
Battleship encounters: - Yep - nephilims encounters script, slightly changed to give me some outcast and corsair action too, also some nomad fighters as capship escorts. These are spawning:
Capital planets - where they fight nomad capships tooo for some action
All jumpgates OUT of their space - eg, Liberty capships guard all jumpgates to the IW regions around liberty - likewise with the rest. Corsiars and outcasts patrol thier own systems, and nomads are nearly everywhre else - but with differing frequency.
Ships: Some of Caids work, the Astral Prime studios ships, and i am still trying to contact Paul - as some of his stuff is excellent. I have specifically chosen ships that fit in with the FL feeling - NO STAR WARS OR BAB5 OR ANY OTHER SCI FI STUFF.
Also - ALL ships are flyable in this mod - ie miner, liner, prison, capships, repair, etc etc etc
Commodities;All commodities require reputations - at differing levels. Cardamine you have to be very friendly ot buy - as with diamonds etc. Water and other such stuff anyone can buy, the rest are at differing levels. this took bloody ages to sort out!
Prices have changed - some alittle , some alot. Cardamine run to NY from Alpha is about teh most profitable.
New commodities:- Slaves, child slaves, assassins (was terrorists but changed for names sake), Oil, Ice Cream (erm - not my choice, i take orders too you know ), passengers (giskard permission), and more than that i cannot remember - will edit it in for you. About 5 of these are illegal contraband (eg - slaves, child slaves etc etc)
Weapons - i have created new weapons for each of the houses, and nearly all pirate factions too. Max fire rate is only 10, min is.........shocking. They are in keeping with FL, and therefore use the same effects - some new sounds have been added for now though......not sure about those yet.
I have also made over 36 new capital ship weapons as well - 3 types for each class of ship from each house. Only mountable on capships.
Trains use the ingame weapons - only mountable on the trains, transports, miners, liners, prison ships etc - all the ingame waepons.
Also - there are a total of about 90-100 new weapons overall - including the bounty hunter sniper gun(very very high damage projectile with a range of about 2.5k - but it drains all the ships energy with 1 shot, and also has a refire rate of about 1 in four seconds. Several types of that, lots of house class 10's etc - also new mines - stationary - they don't come after you - but sit still and blow when within radius of 10m - do vast damage, live for about 45seconds. Also - torp that is like sunslayer - but to stop it ruling in PvP for fighters,it does NO shield damage, it also has worse tracking than the sunslayer. It is intended to only be of use against capships - NOT FIGHTERS!!! no tracking of missiles has been touched - and nothing else has been fiddled with. All original weapons do what they used to do.
Systems- 3 new systems so far. 1- Comprises of dimensions 60000,70000,50000
Yup - it goes up, has 10 stations, 2 jumpgates, 1 external jumphole, 1 internal jumphole that will take you from the bottom to the top. There are minefields, asteroid fields and all the usual stuff. tradelanes rise up or down at angles to carryyou up and down - like an escalator.
2- A very very large system - 3D again. Dimensions are 140000, 50000, 120000
same sort of tradelanes idea. You come in from one jumpgate, down tradelane to a station. You can then go one of three ways - up one tradelane to the planet that is hovering 20k above the suns (3 suns) or down to the left or right (one shipyard, the other to another base then exit of system).
The planet has four docking rings to it, which docks you with four individual bases. These bases are from Kusari, Rheinland, Liberty and Bretonia, each with their respective house police patroling infront of them. The rings are at the four compass points of the planet - about 2k from each docking ring straight out is another trade lane. Two (either side of planet) of these go down, then turn in either back to the rear of thesystem - or the front - where other bases are. The system has a large pirate base too, as well as jumpholes out. The last tradelane from the far side of the planet goes to a jumpgate to Honshu.
the 3rd system is half a minefield (stretches 70000,100000,100000) in size. This minefield has 25 exclusion zones, which are constructed to build a huge maze of tunnels in the mines. Lighting is very bad in here - but there are some nav bouys. inside this minefield maze is one pirate base, 7 hidden wrecks, and one secret unnamed and unpopulated base that might sell a special ship, but certainly sells some special weapons. The tunnels are patrolled by pirates, the secret base by nomads. The secret base is abandoned.
Okay - now for the novel ideas:
First - the big ones.
Ships.
There are many types of ships being sold in FL, but the prices are more than noraml. Secondly - ships sell all over the place - but the prices vary depending on where you buy them. for example. a Drake brougt in Rheinland costs 20% more than one brought in Kusari, if you buy the eagle in Texas, it is TWICE the cost of getting it in Gamma. Likewise - if you buy the legionarre outside of corsair space, it is more expensive than if you brought it INSIDE corsiar space. Neat huh> Why has no-one else done this?. Also - all ships require a reputation to be brought. Alll capships at house planets (capital planets) all trains, transports, AT, etc etc available at all shipyards (which sell ships)
Weapons;
Weapons require a reputation to buy, however, also location of purchase changes price. SOME bases sell more than just their house waepons - but if you buy there, they cost more than the original point - ie, Kusari weapons in Bretonai cost 20% more for low class guns, up to 80% for the highest class gun. Same with anything else - including pirate weapons - these can be brought at other factions bases (selected ones though - not all weapons) and their prices are increased. IE - buy outcast weapons at lib rogues bases, but that is cheaper than at non-aliansied pirte bases - eg, at mollys base it would cost more (bout 50%). Also - Each house system (eg for liberty its detroit munitions) sells ALL weapons mountable - including missiles and mines - at a premiium. To buy a class 10 shield there costs 100% more than in gamma - ie - 2million with my prices. same with guns and missiles. Ammo is more too - its now 20k for a cannonball there.)
Also - ammo has been shifted - liberty doesn't sell high class ammo anymore, bretonia doesn't sell torps, Kusari sells torps and disruptors but no mines, rheinland sells all miens etc etc.
Nano bots and bats - cost 200 in house systems, 220 in Independant systems, 240 in border world systems and 280 in the edge world/gamma/alhpha
*edit* - i put a star next to fully working to highlight - it made it look like a reference to text - ie, parts that are starred are working. They are all fully implemented and working.
Edited by - chips on 07-10-2003 16:14:40