Thanks guys - its appreciated!

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If its good I'll certainly consider including it in the SRM. How about designing a Argon Heavy Assault Frigate?Ragemaster9999 wrote:Yes I am very grateful for paul taking the time to do CMOD 4... and update everything he has.. ship mod rebalance and cmod 4 are imo pretty much a "must have" mod.
Out of all the mods or scripts I have played this one feels like the most complete.. if we can just maintain it to egosoft changes we may be in great shape for months to come..
I think I am going to try and make my own ship, though id imagine having trouble designing's a good role for it... no thanks to paul wheeler =) Then again, im a design student with 3dsmax experience so wtf am i waiting for. Ill see what i can come up for for a concept..
The Cerberus is a pretty big frigate, but I think an Argon HAF should follow the same rectangular prism-y design of all Argon ships. Maybe a bit more sleek and rounded...? Less gun count for most slots but have them fit more anti-capital weapons, and maybe even remove the front guns in lieu of a front turret.surferx wrote:How would an Argon HAF differ from the Cerebus? Smaller/faster/less guns? or more guns?
Definately bigger and slower. All the HAFs tend to be somewhere between a standard M7 and M2. No need for front guns - putting the capital weapons in the front guns is less effective for the AI. Turrets is the way to go. Think "a Cerberus with attitude!"Mad_CatMk2 wrote:Holy guacamole huge update! Awesome work paul.
The Cerberus is a pretty big frigate, but I think an Argon HAF should follow the same rectangular prism-y design of all Argon ships. Maybe a bit more sleek and rounded...? Less gun count for most slots but have them fit more anti-capital weapons, and maybe even remove the front guns in lieu of a front turret.surferx wrote:How would an Argon HAF differ from the Cerebus? Smaller/faster/less guns? or more guns?
So it sounds like maybe there was an issue when the FBC forges were created, but they're OK now...taskforce3 wrote:Thanks for the new update!
Anyways, I don't use the hull packs and it only happens with Teladi ships and their OWP. I started a new game as a Terran and right off the bat, the FBC forge had FBCs and not delaxian wheat. As for the Cadius shipyard scene, the update replaced it back to Cadius but my Tern is docked at the shipyard so it might be fixed.
Cool, that fixed itpaulwheeler wrote:So it sounds like maybe there was an issue when the FBC forges were created, but they're OK now...taskforce3 wrote:Thanks for the new update!
Anyways, I don't use the hull packs and it only happens with Teladi ships and their OWP. I started a new game as a Terran and right off the bat, the FBC forge had FBCs and not delaxian wheat. As for the Cadius shipyard scene, the update replaced it back to Cadius but my Tern is docked at the shipyard so it might be fixed.
IIRC - the beam forge script checks for their existance at each start up. So destroy the existing ones, save and reload.
The plugin manager has EMP by default. Adding it a second time causes unpredictable issues. Remove that and have SRM at position 13 and all will be well and puppys will be savedMoizo wrote: Mods (cat/dat)
13 = EMP REMOVE THIS
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails
Has that always been the case? That would explain a lot of issues that I've had in the past.TrixX wrote:The plugin manager has EMP by default. Adding it a second time causes unpredictable issues. Remove that and have SRM at position 13 and all will be well and puppys will be savedMoizo wrote: Mods (cat/dat)
13 = EMP REMOVE THIS
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails
If you've installed it on an old game, then the first sign its working should be scores of unnamed military ships. On a new game, it should take effect right away, so the all new ships will appear.Moizo wrote:Edit, also the civilian script (unleashed srm version) doesn't appear to work but i understand that takes time. I've tried all the no civ ones, none appear to work for me.
It doesn't have 8 main guns, it has 5 turrets with two guns each...nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?
what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons
sounds like one hell of an M7