Kadeshi Void + Raiders Ascendant Union

A mod that makes the Raiders a playable race along with lots of totally new ships to boot!

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Del
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Post by Del » Sat Jul 19, 2003 4:26 am

Heh, my first go at modding was getting the SSD into the heavy cruiser slot in SWFA :D , with Captain Howdy.

Did you get the siege cannon on finally? (I'd try it out and see, but lets just say i cant)

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Post by Captain Pierce » Sat Jul 19, 2003 1:34 pm

I just don't think that our ships and TvK's Raiders match up that well... ours were done with certain underlying assumptions about the Raiders, and theirs were done with quite different assumptions.

Del, if you mean the siege cannon on the RA Heavy Cruiser, then yes. [img]smile.gif[/img] Although it's only the bullet, not the fire effect or the hit effect, which I should really get around to trying somebday... ;)

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Post by InocPrime » Tue Jul 22, 2003 7:55 pm

Ummmm... what does TvsK's raider ships have to do with it?

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Post by G-nome » Mon Jul 28, 2003 4:11 pm

What do you mean Capt'n?
I remember playing your mod (quite a while ago actually, how timne does fly..) and the siegegun worked fine...
It had a bit much oumph maybe: as it sent one of my own missiledestroyers spinning off the map. *OOps*

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Post by Captain Pierce » Mon Jul 28, 2003 10:49 pm

What I meant was that the siege cannon still used a standard HW energy cannon fire effect (which I don't even think can be seen behind the huge bullet ;) ) and hit effect. SvK is working on converting the Cataclysm effects over to HW, but it's going to be rough, and ultimately might not even be possible--Cataclysm did some very odd things with the HW engine, so the effects might not be replicable. (Is that a word? :D )

The mass value of the siege cannon bullet (which is what makes things go spinning when it hits) was taken directly out of Cataclysm. Of course, the bullet never actually HITS anything in Cataclysm due to the way it's set up... ;)

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Charvell
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Post by Charvell » Tue Jul 29, 2003 2:07 am

Captain. The TvsK mod only had the T side semi completed. The TvsK mod is actually a Turanic mod. Kadesh were never introduced because there were no completed ships. Since I'm the only one that's working the kadesh side and don't see any reason to ever introduce them into the mod, since no one but me is really left and the T side still needs more work than I'm willing to put in, there's no reason you couldn't use anything I have for your mod. If it meets your standards and you would want to, feel free to use anything I have. If it doesn't meet your standards then more work can be done to improve. If you don't want to use anything then that's fine also.

Point: If I have it and you like it then use it. If it needs more work then I'll do it (or you can). I owe you one :D

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Post by Captain Pierce » Wed Jul 30, 2003 2:53 am

Appreciate the offer, but at this point there's really only one ship we don't have a handle on... and since that one has been eluding us literally since we started this mod, we're bound and determined that WE ARE GOING TO FIGURE OUT THAT DAMNED SLOT!!! :D (That was anger at the slot, not at you, Charvell... ;) )

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Charvell
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Post by Charvell » Wed Jul 30, 2003 4:41 am

Now you got me going. What slot/ship are you talking about?

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Post by Captain Pierce » Wed Jul 30, 2003 1:27 pm

That would be the resource collector... [img]smile.gif[/img]

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Post by InocPrime » Wed Jul 30, 2003 6:48 pm

Ahuh... this is a wacky worum...

And, just in case it still might be of interest, all we would need is your permission at this point, since our original new mothership is the r1 style and we have an r1 style res ship... just for the hell of it [img]tongue.gif[/img]

And Charv, you got me confused again... so, you aren't planning on finishing TvsK? I think I'm over my head a bit here...

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