spiritplumber
Spaceman
http://spiritplumber.dynip.com/privr-10-hafh-1.1.zip
A word of explanation:
The various ships are once again available pending requirements, e.g. the drayman is available when joining the merchants' guild. Sorry for messing that up ^^;;;; for those who have no idea what that was about: Talons are available after doign Tayla's missions, and Demons are available when joining the mercenaries' guild. (If you don't want to go thru the trouble, just use my save game -- only, make sure to upgrade at least the drayman's radar). I made it so you can buy a stripped talon frame for very cheap because I figure it's the Priv equivalent of spending $300 on a wolksvagen bug.
The Drayman can be used as a temporary base station, if you are crafty -- here's how:
-Make sure you either have another ship other than the Drayman, or the Drayman contains a Demon or Talon.
-Get your Drayman where you want it and make sure you are stopped.
-Eject.
-Dock to your drayman.
-In the fleet menu, either transfer your other ship or buy a fighter -- it should cost zero, since it's coming from your stash.
-Get in your other ship, go do whatever.
The Drayman will still be where you left it until you save your game (or until it gets blown up). You can use it to refuel, accept new missions, and repair. DO NOT SAVE YOUR GAME FROM ANOTHER SYSTEM WHILE THE DRAYMAN IS OUTSIDE: YOU WILL LOSE THE BIG SHIP. From the look of it saving from the Drayman's computer is OK tho. However, you WILL lose active missions that would be lost on docking, like normal.
A funny thing is to get the maximum amount of cargo upgrades, fill your hold with Demons, and taking on combat missions. Now you know what it feels like to be a carrier captain.... or, just jump into one of your cargo wingmen and have at it. Going into Kilrathi controlled systems with your homemade carrier gets fun if you don't feel like waiting for these wonderful guys here to also remake WC2:SO
-If you want to go back to piloting the Drayman without losing your other ship(s), dock to it, and transfer ships again -- there should be a "Pilot" under My Fleet. Transfer to that. Now just use the [ key to get back on your drayman.
Some notes:
(1) I put the Centurion under Starships/Hunter/Heavy because everyone speaks of it as a heavy fighter.
(2) I replaced the graphics for the Galaxy turrets with the "rear" turret for the simple reason that this prevents 2 lists of turrets from showing up in the buy menu, since there is no way to distinguish them, it gets annoying that sometimes you see a turret of a type you want but you can't buy it. Besides the Galaxy doesn't look bad with "tie fighter" style turrets. WC3 style turrets still exist on capships where appropriate.
(3)The Drayman uses the "ball" turrets since it's a buyable/upgradable ship....easier this way. I cannot seem to be able to get the turret limits right tho! Also, the Drayman you buy starts with turrets (which hold the wimpy hand laser weapon) for the simple reason that this way the player is aware of them, and so are would-be pirates. Also, this lets "normal" drayman ships have those turrets -- they don't change game mechanics a whole lot, but it's fun to be in a Demon and strafe a NPC owned Drayman and get a Star Wars moment from it as turret fire tries to get you and inevitably misses.
(4) To return a ship from ship stores that you took to fly to wingman/cargo status, simply dock with it, pick another ship (or a pilot) and sell that ship (for zero credits). It'll go back to ship stores. I tried it with a Demon, not sure what happens with non-tractorable ships....
I would also like to make some extra dock screens if I can -- what I think you should be able to dock at, overall, is:
*Bases, of course
*Merchant Draymen (not sure you should get missions from the computer, maybe have a couple of fixers aboard)
*Pirate Draymen (different cargo and mission choices than above)
*Your own Drayman (not sure you should have access to news and missions with this one...)
*Paradigms (only confed missions and fixers)
*Merchant Galaxies for trading cargo only, maybe?
I would also like to put more turrets on kamehks and paradigms.
Don't think docking to anything else makes sense (maybe Kamekhs, but... not sure the Kilrathi would let a human onboard one of their cap ships)
A word of explanation:
The various ships are once again available pending requirements, e.g. the drayman is available when joining the merchants' guild. Sorry for messing that up ^^;;;; for those who have no idea what that was about: Talons are available after doign Tayla's missions, and Demons are available when joining the mercenaries' guild. (If you don't want to go thru the trouble, just use my save game -- only, make sure to upgrade at least the drayman's radar). I made it so you can buy a stripped talon frame for very cheap because I figure it's the Priv equivalent of spending $300 on a wolksvagen bug.
The Drayman can be used as a temporary base station, if you are crafty -- here's how:
-Make sure you either have another ship other than the Drayman, or the Drayman contains a Demon or Talon.
-Get your Drayman where you want it and make sure you are stopped.
-Eject.
-Dock to your drayman.
-In the fleet menu, either transfer your other ship or buy a fighter -- it should cost zero, since it's coming from your stash.
-Get in your other ship, go do whatever.
The Drayman will still be where you left it until you save your game (or until it gets blown up). You can use it to refuel, accept new missions, and repair. DO NOT SAVE YOUR GAME FROM ANOTHER SYSTEM WHILE THE DRAYMAN IS OUTSIDE: YOU WILL LOSE THE BIG SHIP. From the look of it saving from the Drayman's computer is OK tho. However, you WILL lose active missions that would be lost on docking, like normal.
A funny thing is to get the maximum amount of cargo upgrades, fill your hold with Demons, and taking on combat missions. Now you know what it feels like to be a carrier captain.... or, just jump into one of your cargo wingmen and have at it. Going into Kilrathi controlled systems with your homemade carrier gets fun if you don't feel like waiting for these wonderful guys here to also remake WC2:SO
-If you want to go back to piloting the Drayman without losing your other ship(s), dock to it, and transfer ships again -- there should be a "Pilot" under My Fleet. Transfer to that. Now just use the [ key to get back on your drayman.
Some notes:
(1) I put the Centurion under Starships/Hunter/Heavy because everyone speaks of it as a heavy fighter.
(2) I replaced the graphics for the Galaxy turrets with the "rear" turret for the simple reason that this prevents 2 lists of turrets from showing up in the buy menu, since there is no way to distinguish them, it gets annoying that sometimes you see a turret of a type you want but you can't buy it. Besides the Galaxy doesn't look bad with "tie fighter" style turrets. WC3 style turrets still exist on capships where appropriate.
(3)The Drayman uses the "ball" turrets since it's a buyable/upgradable ship....easier this way. I cannot seem to be able to get the turret limits right tho! Also, the Drayman you buy starts with turrets (which hold the wimpy hand laser weapon) for the simple reason that this way the player is aware of them, and so are would-be pirates. Also, this lets "normal" drayman ships have those turrets -- they don't change game mechanics a whole lot, but it's fun to be in a Demon and strafe a NPC owned Drayman and get a Star Wars moment from it as turret fire tries to get you and inevitably misses.
(4) To return a ship from ship stores that you took to fly to wingman/cargo status, simply dock with it, pick another ship (or a pilot) and sell that ship (for zero credits). It'll go back to ship stores. I tried it with a Demon, not sure what happens with non-tractorable ships....
I would also like to make some extra dock screens if I can -- what I think you should be able to dock at, overall, is:
*Bases, of course
*Merchant Draymen (not sure you should get missions from the computer, maybe have a couple of fixers aboard)
*Pirate Draymen (different cargo and mission choices than above)
*Your own Drayman (not sure you should have access to news and missions with this one...)
*Paradigms (only confed missions and fixers)
*Merchant Galaxies for trading cargo only, maybe?
I would also like to put more turrets on kamehks and paradigms.
Don't think docking to anything else makes sense (maybe Kamekhs, but... not sure the Kilrathi would let a human onboard one of their cap ships)