
Exodus 5.51 Rar 3.5meg
Exodus 5.51 Cycrow Instal format 3.6meg
Andysonofbob (still don't know bob), also gave me a Field Manual that, though not up to date with the curret form of the mod, is close enough, will help you understand the basics of what this mod will provide. Be advised, it IS a beta manual.
Field Manual beta Rar 6.5meg Word document
[ChangeLog]
Code: Select all
V5.50 - Original release, bugs and all
V5.51 - Changed: TWareT
Removed 'EFS Fleet ID' to an actual Ware instead of upgrade
Changed EFS Jumpdrive to different Ware slot to remove conflict
Changed Energy Generator to be [ST] class, prevents using on small ships
Changed: Scripts
Energy Generator will now produce more E-cells. Creation rate can be up to 500 per min. If the shields are sufficiently powerful enough, the cycle time will shorten. Minimum time per cycle is 30 seconds.
Energy Generator will only reduce shields by 20% across the board. This 20% determines how many E-Cells are generated, and how fast.
The Energy Generator will not opperate while the ship is docked (Notice generated)
The Energy Generator will not opperate if there are hostiles in the area.
Several other minor issues.
Fixed: Trebouchet's textures
Fixed: Stiletto's textures
Fixed: (Hopefully) Short freeze when fully activating SENTINEL for the first time
Fixed: (Hopefully) Freeze caused when manually activating Energy Generator
Fixed: Genesis Buy script's failure to load enough E-Cells onto trader for return trip
This mod was originally created by Andras (Exodus Fleet Mod) almost 2 years ago, but never released to the public.
He had some beta testers try it out. But apparently didn't get enough feedback from them to push it along.
Then, RL kicked him in the teeth, and the mod fell by the wayside.
Over a year ago, I got a version 5 beta of this mod, and proceeded to beat the unholy crap out of it, then fix some of the flaw's I found. There were a couple other beta testers at the time I shared my fixes with.
Without Andras' active participation, though, I wasn't sure if the mod would fly. Then the fire happened. On Feb 14th of this year, my home, and computers were completly destroyed. That almost spelt the end of the mod.
Thankfully, 2 of the beta testers had saved the original 5 beta version and most of my script fixes. This, with my recent acquisition of a capable computer, has allowed me to wring some life into the mod, and present it to you.
Be advised, this mod is full of bugs. (Personal oppinion, may not be too factual though) If you find any, let me know, and I'll hammer on them and make them go away.
Now, the known problems.
Claymore (Dutchman) not working
This is from a missing (aka empty) movement control script. I'll have to make something up to fix it.
Ship Production selection sucks
I plan on fixing that issue, as it doesn't make things easy as it is.
Genesis main guns won't fire
Issue now known. Will remove Gene's mains as this can't be fixed
Gun animation wrong
Easy fix (I did it before the fire, I can do it again)
A question of permission
Last month, I actually heard from Andras. He asked me who would be interested in a dusty old mod (which had bugs) after all this time. He apparently didn't realize that people, with a game over 2 years old, wan't to see new things, even if they are old.
With this mod never being released, it will be new. So I leave it to you to judge.