This mod adds two new Gamesmodes.
Trade Routes and Supply Deathmatch.
In Supply Deathmatch you Start with a setable number of Carriers and Supply-Ships.
The Supply-Ships Generate a setable amount of Ru's. More Supply ships mean more income.
In preset intervals a new Supply ship will spawn to reinforce your fleet until you have reached maximum capacity.
Trade Routes is about defending own convoys and attack enemy ones.
There is always one Convoy of Supply ships crossing the Map.
Every Saved Ships from the Convoy will give you Ru's when leaving the map.
In both gamemodes it's your goal to kill the Enemy Carriers / Builders to win.
You have 3 Races to choose from and a wide set of Skirmish options, including Cheating AI and customiseable startconditions.
The Races are composed of Models from FSFC mod.
Weaponeffects are modifications from B5 mod.
New Explosion effects are added too.
ReadMe and Credits
Supply Deathmatch Mod: by Mr.Thi
First of all many thanks to the B5 WWE and FSFC Mods
for allowing me to use their great stuff and work with it.
See a list at the end of the Readme for Credits.
2.About the Mod:
This Mod is a PATCHWORK Mod in Regards of effects and ships.
It is the result of many small previous projects dealing with HW2 and Modding.
For now the Mod Features a new Gamemode - the "Supply Deathmatch".
There may come another Gamemode, but I have nothing to Promise.
"Supply Deathmatch" features a new Style of Gameplay. You are not fixed to any position.
All you need to do is defending your supply ships and carriers to ensure your income,
while trying to destroy the enemy carriers and supplys.
Additionally a lot of settings regarding the pregame-options in skirmish and multiplayer menus.
You can set up:
- the amount of Supplys you'll get per supply-ship in one interval
- the interval length
- the Supply-ship spawnrate
- the Maximum Number of supply ships
- the amount of startup Carriers for Human-Players
- the amount of startup Supplyships for Human-Players
- the amount of startup Carriers for AI-Players
- the amount of startup Supplyships for AI-Player
- the AI-Players Income to modify its difficulty. (50% - 1000% Income)
- if Human Players can use Hyperspace. (AI won't use it - even if set on - please tell me if you know a way)
And choose from a few basic Maps.
Tactical Maps (with Clouds to Hide):
*The long way to Victory (50km / 100km Random maps)
*Dusty Land (a mod of sarum)
*Earthorbit (Earth Orbit - no other stuff)
*OpenSpace (Dark Space - no other stuff)
*Asteroidbelt (Earth Orbit - in a cluster of Asteroids)
Hide and Seek
*DustCloud (Large Dustcloud - sensors limited)
*Duel (Testmap - Carriers start right in front of each other)
- 3 Races (thx FSFC-mod) (maybe more can come - I can add up to 5 additional races without hacks - templates allready exist)
- Sets of 7-8 Ships per Race
- Nice effects (thx B5)
- Ship Explosions leave Debris for a short time - woho ...completly done by me I think
- Simplyfied Weapon System
*Heavy Beams (HB)
*Anti Fighter Beams (B)
*Fighter Pulsecannon (FPC)
*Bomber Pulsecannon and Turret (BPC / BAF)
*Pulse Cannons (PC)
*Heavy Pulse Cannons (HPC)
So again - many thanks to the B5 Mod team
Alex "CnlPepper" Meakins
for their Stuff:
Nearly all Weapon effects
Others (Yellow and Blue Beams) are Based on their stuff
The wonderful Shaders made by CnlPepper
As well as the Planet Models, updated Asteroids and Sol Background
And a special thanks to
for giving me the Ship base from FSFC to make this mod
Stuff from His Mod:
All the great Freespace Ships
the new Sounds
the Freespace Hyperspace Effect
I have a new Gamemode done - Called TradeRoutes.
The Player will start with a Carrier (or up to 5) with a few Credits.
After a set time Trading ships arrive.
If you manage to gurad them until leaving you'll get aditional Credits.
Time / Intervals / Credits ... all setable as usual
In Addition it seems that I was able to locate the Sync Problems scource.
As Soon as I have put the evil Script over to the Leven-file and replaced all random commands by streight commands I will release the new Version.
In Addition I have a secret Project ... ready but as the guys from AFF do not respond I can not release this Stuff.
Hiigarans and Vaygr may follow as I have everythingm working stable.
Known Bugs V2:
Download Newest Version (V2):
if you liek to play Multiplayer - Set Human Players to the corret value and fill the first player-slots.
Example: 3 Humans - 3 CPU ... Slot 1-3 Human / Slot 4-6 CPU
For skirmish vs CPU
you must set this to 1 Human player
or the AI will not work correctly
Download Link V1:
(Vasudan & Shivan Carriers not Buildable)
-is down - Please use the New Scripts (V2) with V1 ship folder if you like to get a working V1
Should fix Multiplayer Desync
- Ship Build Info not Completely Corret (Regarding: Structure / Sensor Range / Speed - Weapon listings should be correct)
- AI does not use Hyperspace
If someone has experience how to fix Hyperspace - please tell me.
Credits (See Readme)
B5 Mod Team
Regards from Germany