Inspired by the Cadius Ship Starts mod, I am in the process of producing my own ship starts mod tailored to work with AWRM and Cadius's Xtra Ship/Station pack (with or without CMOD).
Credits: 100,000 Cr Salvage Insurance: 0 Sector: Perpetual Sin Relations:
Worst possible rep with Paranid/Kha'ak/Xenon
Enemy with Split
Shunned by Argon/Boron
Neutral with Teladi/Yaki/Pirates
Friends with Terran/Goner
Earth clearance with ATF
Plots:
All plots available (direct access to Terran Plot)
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates
Shunned by Terran/Goner
Neutral with Argon/Boron/Split/Paranid
Friends with Teladi
Asteroid Belt clearance with ATF
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Paranid
Shunned by Split/Terran
Neutral with Boron/Teladi/Goner
Friends with Argon
Asteroid Belt clearance with ATF
Credits: 100,000 Cr Salvage Insurance: 0 Sector: Third Redemption Relations:
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Argon
Shunned by Boron/Terran
Neutral with Split/Teladi/Goner
Friends with Paranid
Asteroid Belt clearance with ATF
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Boron
Shunned by Argon/Terran/Goner
Neutral with Paranid/Teladi
Friends with Split
Asteroid Belt clearance with ATF
Credits: 100,000 Cr Salvage Insurance: 0 Sector: Ocean of Fantasy Relations:
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Split
Shunned by Paranid/Terran
Neutral with Argon/Teladi/Goner
Friends with Boron
Asteroid Belt clearance with ATF
Credits: 1,000,000 Cr Salvage Insurance: 0 Sector: Heretics End Relations:
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Paranid
Shunned by Split
Neutral with Argon/Boron/Teladi/Goner
Friends with Terran
Mars clearance with ATF
Plots:
All plots available (Direct access to Terran Plot)
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Paranid
Shunned by Split
Neutral with Argon/Boron/Teladi/Goner
Friends with Terran
Earth clearance with ATF
Plots:
All plots available (Direct access to Terran Plot)
Worst possible rep with Kha'ak
Enemy with Argon/Boron/Paranid/Split/Teladi
Shunned by Pirates/Yaki
Neutral with Xenon/Goner/Terran
Asteroid Belt clearance with ATF
Plots:
All plots available (direct access to Terran Plot)
Credits: 1,000,000 Salvage Insurance: 5 Sector: Unknown Sector (18,16) - South of Menelaus Oasis Relations:
Worst possible rep with Argon/Boron/Paranid/Split/Teladi
Enemy with Xenon
Shunned by Pirates/Yaki
Neutral with Terran/Goner
Friends with Kha'ak
Asteroid Belt clearance with ATF
Plots:
All plots available (direct access to Terran Plot)
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Paranid
Shunned by Split
Neutral with Argon/Boron/Teladi/Goner
Friends with Terran
Mars clearance with ATF
Plots:
All plots available (Direct access to Terran Plot)
Worst possible rep with Kha'ak/Xenon
Hunted by Boron/Paranid/Split/Teladi
Shunned by Pirates/Yaki
Friends with Argon/Goner/Terran
Max rep with ATF
Plots:
Completed (Random Player Sector selected/Hub operational but connected to Player Sector with no e-cells, Xperimental Shuttle blueprints added to first HQ built, given UJD on discovery of Elysium of Light)
Credits: 1,000,000 Cr Salvage Insurance: 0 Sector: Heretics End Relations:
Worst possible rep with Kha'ak/Xenon
Enemy with Yaki/Pirates/Paranid
Shunned by Split
Neutral with Argon/Boron/Teladi/Goner
Friends with Terran
Mars clearance with ATF
Plots:
All plots Complete
Status: Concept
Suggestions for additional starts and constructive feedback welcomed.
Last edited by Sam L.R. Griffiths on Tue, 5. Jun 12, 11:18, edited 67 times in total.
If I may I'd like to repost my idea for a Khaak start. Although this one will have to wait til the new version comes out.
Khaak Matriarch
Race: Khaak
Difficulty: Hard (i suppose it would be)
Ship(s):
Tiamat (Max upgrades + loadouts)
20 Ifrits, 12 Ahrimans
Rakshasa
Credits: 1,000,000
Salvage Insurance: 5
Sector: One of the unknown sectors way down south, Boron and Split border sectors would provide some good raiding opportunities.
Relations: Bad with everybody, Good with Khaak.
Operation Final Fury should be marked as completed
Might not be the best for a long game but gives you a chance to start some carnage and try out the new Khaak.
EDIT:
On second thought, I'd like to see a fleet commander start for other races as well. In vanilla you have only one I think..
Cadius wrote:If I may I'd like to repost my idea for a Khaak start. Although this one will have to wait til the new version comes out.
...
Might not be the best for a long game but gives you a chance to start some carnage and try out the new Khaak.
Consider it done
Cadius wrote:EDIT:
On second thought, I'd like to see a fleet commander start for other races as well. In vanilla you have only one I think..
Fleet commander? Do you mean like the Teladi Admiral start?
nice! For the ATF and USC Admiral starts you might wanna switch the number of M3 and M4 around. So you get more more M4 and less M3. And I'll fix the Taipan M6 dock issue by next update.
apricotslice wrote:Can you actually be freinds with the Xenon ? I'm not sure you can. Like pirates and khaak, some of them always spawn as enemies.
I am not certain, but the mutual flag seems to make it work for the majority of Xenon. Any ships that are explicitly set as enemy to player will probably still be enemies, but that is true of ships from any race.
apricotslice wrote:Once I get Cadius into the Merge Mod, I'd be happy to include your starts as well.
Feel free to do so, but remember that the starts do require AWRM v0.22 and will currently not work with the CMOD patch as I have not had a chance to update it yet... should be done by the end of next week at the latest.
apricotslice wrote:What happens if the mod isnt installed ?
Edit : Does it use the 2 dummy slots ?
No... AWRM adds new versions of the EMPC/MAML/SSC/PSP/IRE/PAC/HEPT/PSP/FAA/EBC/MD/GC and various missiles. The majority of these starts spawn Cadius ships with these new weapons (This is an AWRM/Cadius Ship Starts pack afterall).
apricotslice wrote:What happens if the mod isnt installed ?
Edit : Does it use the 2 dummy slots ?
No... AWRM adds new versions of the EMPC/MAML/SSC/PSP/IRE/PAC/HEPT/PSP/FAA/EBC/MD/GC and various missiles. The majority of these starts spawn Cadius ships with these new weapons (This is an AWRM/Cadius Ship Starts pack afterall).
Status Update
Information regarding pending release.
As of the next release of my start pack the starts will be renumbered from the 180-189 range to the nominally 500-519 range. This change is to keep the starts contiguous while not encroaching on starts published in the Community Library. This change will render any existing game saves using this start pack invalid and will require said saved games to be deleted and the game restarted (sorry - if this is not done the game may crash - TBC).
In addition, the next release will require a minimum of v1.9 of the Xtra Ship Pack as there will be a new start utilising some of the new Kha'ak vessels.
Last edited by Sam L.R. Griffiths on Mon, 7. Mar 11, 14:49, edited 3 times in total.
I dont see why an existing game should crash if the starts are changed.
Once a game starts, I dont think the game ever goes back through that code again. Everything is stored in the save.
There is some generic code at the bottom of start.xml, but changes above that shouldnt matter to that code. And in fact, that code gets changed in a number of patches and has never crashed an existing game.
apricotslice wrote:I dont see why an existing game should crash if the starts are changed.
Once a game starts, I dont think the game ever goes back through that code again. Everything is stored in the save.
There is some generic code at the bottom of start.xml, but changes above that shouldnt matter to that code. And in fact, that code gets changed in a number of patches and has never crashed an existing game.
I think I encountered such a problem during early development of my starts, but it could have been for another reason. I will try to verify one way or another.