|Northwind Equipment Pack for 1.0|
3 launchers, 2 of them dual mode
a total of 18 types of ammo
19 other weapons, one of them dual mode
7 shields, one dual mode and another with an offensively useful activation
4 armors, 1 dual mode
A consumable shield recharger
A launcher enhancer
A shield enhancer (currently not generated because of bugs with enabling and disabling)
Several weapons now use new features. One weapon is now available only through a mission.
onFireWeapon in a launcher: nwiTrafalgarturret
multi-shot ammo weapon: nwiRepeatingBreacher
Dynamic FireRate: nwiMinigun
Dynamic Damage: nwiPlasmaCarronade
dual mode using onFireWeapon: nwiRanseur
Chained shots: nwiChainLightning
Variable transparency with onShieldDamage: nwiDirectionalShield
auto-recharge weapon using virtual ammo: Tesla Ion Howitzer
last edited Feb 15, 2010
Shield, Weapon, Quality approved,
Featured, Devices, Developers Vault,
Balance approved, Armor, Usable,
|Added (Last modified)||26.10.2009 (19.07.2010)|
|Game Version||1.0 RC6|
hey umm the hoop shield (I beleive is in this mod pack) is way to strong......
i was testing it and i blew up.... oh idk like 3 stations and all the surrounding ships
what stations were they?
The Verloren Hoop shield is a military device balanced against the Invincible class deflector, not a civilian device balanced against the s500 and Mammoth 25. It provides less than half the defence of the invincible against ion and thermo and compares even worse against earlier damage types. It will outperform the Yoroi S500 because of its higher regen rate and in extended battles will outperform the Mammoth 25. The offensive punch is a tradeoff for significantly weaker defense than the strongest competitor and anything you can take out easily with the shield shouldn't be a threat.
New update. Previously this just updated some stuff to the new syntax. Now it actually uses some of the new features of 1.0.
Fixed some textual errors. No actual gameplay changes.
Some new stuff. Oh, and I actually ran a spellchecker on it finally.
The gatling laser should heat up about half as fast as it does currently; it currently gets damaged just to make a burst sufficient to destroy a centauri station and its fighters. The Claymore is also missing a closing parenthesis in its name.
Actually, all adjustable weapons are missing closing parentheses
The parenthesis problem is something George introduced in RC1 or RC2. The closing parenthesis are present in the xml and show up properly in 0.99c. The gatling laser heats up as fast as it's supposed to. This is a deliberate balance decision. You should stop firing and let it cool off when it gets close to overheating. Maybe switch to another weapon until it cools down. You can install multiple gatling lasers and switch between them. They have seperate counters.
Finally able to implement a meteorsteel missile. Also demonstrates the use of OnFireWeapon and a timer station to consume additional ammunition.
Are there any specific problems when using this mod in conjunction with digdug's Weapons Extended 3 mod? They both seem to load fine but I haven't done any further testing...
Disregard that last post - I just noticed that there's a northwind xml in the WE3...how did I not notice that before? :i is idiot:
Hey, don't you think some of the shields are priced wrong? That alpha shield which protects against energy weapons is priced at 1760 credits!!! It's a level 5 shield. Some level 3 shields are more expensive than that...
You're right. Shields were a lot cheaper in 0.99c when most of the shield prices were set.
3 new weapons and many small balance changes
Edited due to typos in some weapon definitions, incorrect balancing of capacitor weapons, and an error introduced into the dynamic firerate script when I decoupled fireratecounter from spinupcounter.
The Feb 15 update doesn't change any stats, but fixes some issues with the AI. Several devices had onAIUpdate events that weren't working properly. Everything except the Plasma Carronade should now work. I think.
The second Feb 15 update has yet another shield. Blame Betelgeuse for reminding me about the onShieldDamage event :p
Do not use the Hoplon shield until further notice. It is bugged. I have a fix but am doing a test run and want to finish that before uploading. Should finish this weekend.
The Hoplon is fixed, as is a bug in some of the missile launchers and some balance tweaks. Mjolnirs have been severely nerfed. Harrows and Scythes have had their fragment count reduced 40% and scythes do damage in bigger chunks that will penetrate resistances better. The Verloren Hoop has finally had its downside increased to make up for the changes to armor since its introduction. The Mangonel has been tweaked to do slightly less of its damage from lasers and more from thermo so it's not quite so overpowered if found early.
This is probably the last update for this incarnation of the mod barring problems with the new additions. Further updates will start using 1.02 features, and 1.02 is less stable than 1.01 so it will be a new mod to preserve this mod's 1.01 compatibility.
Love the equipment, the hoop shield is awesome with its balance! Still figuring out how to use it's effectiveness.
Okay...the hoop shield is not so balanced, I shouldn't be able to hide in planets and take out so many bases and ships with this. You should set it up to where you can't use that shield when your hiding in planets.
What do you mean of consumable shield recharger? it mean when player got attacked by enemy and make shield down, and i must buy consumable item to recharge shield? Too bad. Sorry for my bad English
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