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BC Forums => BC Modding => Topic started by: Captain_April on June 18, 2008, 06:16:47 PM

Title: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on June 18, 2008, 06:16:47 PM
My Cannon Nemesis Sov & Nor HPs are near completion, after several months of on and off work (mostly off).

All I have left to do, really, is finish the legal stuff (permissions and whatnot) and, possibly, beta testing.

please PM me if you would like to test this mod

thx, Captain_April
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: JimmyB76 on June 18, 2008, 06:24:23 PM
for which ships?  what changes have you made?   etc etc etc

need more info :P
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Kirk on June 18, 2008, 06:32:12 PM
I'd be glad to beta test, if I knew which ships the hardpoints were for.
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on June 19, 2008, 06:43:36 PM
this if for the kobayashi maru 1.0 Sovereign and Norexan class

the changes:

Sovereign fires quantums as torpedoes at a cannon fire rate and Photons as pulses, also at a cannon rate.  also, the
        ship is more difficult to manage power for.

Norexan is more powerful in disruptors, shields, and torpedoes

The HP files are attached, just backup, copy, paste, and tell me what does not work or you would like changed :)

EDIT: Because I have uploaded the HPs below, I have removed this link
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: laguardia528 on July 03, 2008, 11:55:40 AM
sorry it took so long. i dont play bc much anymore. on the sovy, id recommend slowing down the fire rate on the quantums a tad. other than that they behave like they did in the movie.
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on July 04, 2008, 06:03:38 PM
sorry it took so long. i dont play bc much anymore. on the sovy, id recommend slowing down the fire rate on the quantums a tad. other than that they behave like they did in the movie.
don't worry, I still need to reach CG for permissions, so there is still some work left to be done,

as far as I know, the quantum fire rate cannot be changed unless it were made to fire extremely slowly by making all torpedoes fire in group zero. :(  I might be able to make it work by experimenting with the firing group for the torpedoes, but I don't think it will have an effect

Thank you for the input,
Captain_April
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: eclipse74569 on July 05, 2008, 01:31:08 PM
CG's work is free reign so long as you give him credits :)

I don't have KM installed on this computer but will soon on my laptop...i'll test her out when i can
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on July 05, 2008, 03:42:25 PM
Thank you for that, Eclipse. I owe you one :dance
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on July 20, 2008, 07:48:15 PM
I don't have KM installed on this computer but will soon on my laptop...i'll test her out when i can
I tested this out in my 1.1 install, and that worked for the Sovereign, and I fixed the errors in the Norexan, as well as updated a few things (changed requirements in the readme)
anyway, installing the CG sov and Valdore Green and Brown should be enough to make this work now (links given in readme)
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Jay Crimson on July 20, 2008, 08:28:36 PM
Sounds nice, just before uploading it to any official site though.. it's "canon", not "cannon". ;)
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on July 21, 2008, 10:11:42 AM
Sounds nice, just before uploading it to any official site though.. it's "canon", not "cannon". ;)
thx
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: captblack on August 04, 2008, 09:58:53 AM
Im very sure that you worked very hard on this mod but its not working I get the Black screen of death and i followed all requirements but have no idea on whats wrong. :?
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Kirk on August 04, 2008, 10:10:21 AM
Console report please, also that would be more appropriate in tech support.
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: captblack on August 04, 2008, 10:42:36 AM
  I got it to work by deleting the "autoload" file and everything works except the phasers have no sound.
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Kirk on August 04, 2008, 10:43:27 AM
That's because you deleted the autoload file.
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on August 04, 2008, 02:12:50 PM
I should apologize to everyone about that bad sound def file, I created it by hand after after the beta testing had begun...That was a big mistake on my part, and I apologize wholeheartedly.  :(
  I got it to work by deleting the "autoload" file and everything works except the phasers have no sound.
I think that was because I used the phaser sfx from CG sovereign, whose effects are not included in KM1.0, the KM sound file is different, now that I look at that Sov hardpoint...
I guess the best solution will be to create a plugin for the Sovereign phasers...
Ok, that's done, thanks to a look at the KM fed sfx.
I would be grateful if anyone would test this, to be sure this file works, before I upload it all again...
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: captblack on August 04, 2008, 03:12:13 PM
   I just downloaded your sfx replacement and It works perfectly now Thanks for solving the problem. :D
Title: Re: Cannon Nemesis Sovereign & Norexan Hardpoints nearing completion
Post by: Captain_April on August 04, 2008, 07:14:06 PM
   I just downloaded your sfx replacement and It works perfectly now Thanks for solving the problem. :D
I'm glad you like it, I'll upload the fix on BC files tommorrow.  its been a long day.