spiritplumber
Spaceman
Hey... I've been a bit of an attention whore lately and I apologize, this is my last patch, although I'll keep betatesting to see if I can help. It works with both 0.9 and 10pre5.
http://spiritplumber.dynip.com/priv_enhancement_patch.zip
I haven't cleaned up yet (the wingman ships don't display the correct upgrade loadout, mainly) but I'll do that this weekend or so.
What it does:
* You can buy your own Drayman when you join the Merchant's Guild if you have the money. You can dock to it to access your other ships and its cargo, or to repair your other ship, and you can even use it as a mini-base (park it in position, eject, dock with it, get another ship, and leave). The Drayman has fuel for 10 jumps not 6 and a bunch of turret slots. Brave souls can use it as a light strike carrier, if they have the money to buy & outfit escort fighters. Another use for a Drayman is to park it in a system where you'd like to be able to refuel without dealing with asteroids.
* You can buy two flavors of Demons (escort, with missiles, and strike, with torpedos) and, if you have a Galaxy or Drayman, you can load them in your cargo bay and use them as wingmen. Galaxy will only hold one, Drayman will hold up to five if you upgrade it.
* Same for Talons after you finish Tayla's missions. Talons are wimpier, but cheaper and take up less space in your hold. You can only buy them at pirate bases. Upgraded Galaxy will hold two, upgraded Drayman will hold seven (!)
* Projectile speed increased to match original game; missiles cost a bit more since you don't have to buy a launcher.
* Turret availability depends on the availability of the type of gun they carry (for example, you need to go to Perry to get tachyon turrets, same as guns)
* Empty turret slots will have "plinker" turrets that shoot a wimpy yellow laser that does almost no damage. This is done mainly for looks, esp. on NPC drayman transports. Watching two drayman transports which are hostile to each other pass each other by is cool, looks like a space galleon battle
* Pilot object set up so it's both cargo and a ship -- this allows you to dock to your own ship and retrieve another ship while being able to put it back where it was in the cargo hold later, if you want to use it as a wingman.
* Bases have a bunch of comm satellites around them which carry the same plinker guns -- again, for looks. Big bases (Perry, New Cons and New Detroit) have 16 while other bases have 8. Plus this way you can tell when a base is pissed at you without a color radar ^-^
* If you find a large asteroid, there's cool stuff in it -- there was before, but I streamlined it somewhat. Let's say that you can get a slightly obsolete ship with something cool in it.
* The "confed" tech lets you buy and outfit your own Paradigm -- if you dock to it it WILL have a concourse, since it's a big ship. My favorite thing is to fill it up with Talons and Demons and go rogue... Whahahaha!
* Minor cleanups, like what options you get when you dock to various NPC ships (for example, pirate drayman's have their own bar)
http://spiritplumber.dynip.com/priv_enhancement_patch.zip
I haven't cleaned up yet (the wingman ships don't display the correct upgrade loadout, mainly) but I'll do that this weekend or so.
What it does:
* You can buy your own Drayman when you join the Merchant's Guild if you have the money. You can dock to it to access your other ships and its cargo, or to repair your other ship, and you can even use it as a mini-base (park it in position, eject, dock with it, get another ship, and leave). The Drayman has fuel for 10 jumps not 6 and a bunch of turret slots. Brave souls can use it as a light strike carrier, if they have the money to buy & outfit escort fighters. Another use for a Drayman is to park it in a system where you'd like to be able to refuel without dealing with asteroids.
* You can buy two flavors of Demons (escort, with missiles, and strike, with torpedos) and, if you have a Galaxy or Drayman, you can load them in your cargo bay and use them as wingmen. Galaxy will only hold one, Drayman will hold up to five if you upgrade it.
* Same for Talons after you finish Tayla's missions. Talons are wimpier, but cheaper and take up less space in your hold. You can only buy them at pirate bases. Upgraded Galaxy will hold two, upgraded Drayman will hold seven (!)
* Projectile speed increased to match original game; missiles cost a bit more since you don't have to buy a launcher.
* Turret availability depends on the availability of the type of gun they carry (for example, you need to go to Perry to get tachyon turrets, same as guns)
* Empty turret slots will have "plinker" turrets that shoot a wimpy yellow laser that does almost no damage. This is done mainly for looks, esp. on NPC drayman transports. Watching two drayman transports which are hostile to each other pass each other by is cool, looks like a space galleon battle
* Pilot object set up so it's both cargo and a ship -- this allows you to dock to your own ship and retrieve another ship while being able to put it back where it was in the cargo hold later, if you want to use it as a wingman.
* Bases have a bunch of comm satellites around them which carry the same plinker guns -- again, for looks. Big bases (Perry, New Cons and New Detroit) have 16 while other bases have 8. Plus this way you can tell when a base is pissed at you without a color radar ^-^
* If you find a large asteroid, there's cool stuff in it -- there was before, but I streamlined it somewhat. Let's say that you can get a slightly obsolete ship with something cool in it.
* The "confed" tech lets you buy and outfit your own Paradigm -- if you dock to it it WILL have a concourse, since it's a big ship. My favorite thing is to fill it up with Talons and Demons and go rogue... Whahahaha!
* Minor cleanups, like what options you get when you dock to various NPC ships (for example, pirate drayman's have their own bar)