Modules Archive


#1

Im just Going to try out an idea, A Archive of Modules (can be in any stage for any ship etc…) that can be put onto a seperate website where people who just want a more advanced fighter shield or a bigger cruiser engine can just have a quick look though and find the stuff

please limit it to one or more modules per=post, if there is sufficient interest then a site will be put up archiving all the modules


#2

Ok now the fun starts

Redmatter Power Generator (Fighters)

[config]
unlockcost = 250
lockable = 1
classname = "SIM_PowerModule"
category = "OTHER"
size = "FIGHTER"
name = "fighter power IV"
guiname = "Redmatter Power Generator"
description = "Gunboats and Corvettes big beam Cannons need a small fusion powerplant to charge them, but this will do, Red Matter is not a realthing but a marketing ploy, but it got you reading didnt it?."
weight = 8
hitpoints = 10
cost = 80
icon = module_powergen_v3.dds
crew_required = 2
powerconsumed = 0
powerproduced = 12
slot_type = STANDARD
uisortpos = 4020

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerproduced,DECIMAL
6 = crew_required,INTEGER

Photon Bombs (Fighters)

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 35
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 16
crew_required = 0
damage = 25
description = “The only problem with rockets and lasers is that they can only have a small ammount of ‘omph’ with each hit, but these bombs have a small rocket engine htta propels them towards that frigate or crusier with a 1 megatonne warhead.”
fire_interval = 0
fuel = 100
guiname = “Fighter PhotonBombs”
has_flare = 1
flareuvid = 3
has_splines = 1
hitpoints = 5.5
icon = turret
min_range = 0
max_range = 55
missilelength = 4.0
missilespeed = 0.18
missilewidth = 2.0
name = “fighter_bomb”
powerconsumed = 1.0
shield_penetration = 20
size = “FIGHTER”
slot_type = TURRET
sound = data/sounds/missile_launch.ogg
soundvolume = 0.25
tracking_speed = 5.0
trail_fade_time = 620
turnspeed = 20.0
turret_sprite = “turret_miss_v3”
turretsize = 0
weight = 2
warhead = EXPLOSIVE
uisortpos = 1030

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = damage,DECIMAL
5 = fire_interval,INTEGER
6 = tracking_speed,DECIMAL
7 = shield_penetration,DECIMAL
8 = armour_penetration,DECIMAL
10 = fuel,DECIMAL
11 = missilespeed,DECIMAL
12 = min_range,DECIMAL
13 = has_decoys,BOOL
14 = max_range,DECIMAL
[/code]

Light Shield (Fighter)

[code][config]
unlockcost = 1000
lockable = 1
classname = “SIM_ShieldModule”
category = “DEFENSES”
size = “FIGHTER”
name = “fighter_shield”
guiname = “Light Shield”
description = “It’s often a good idea to have at least minimal shields, low-power shield module To protect vitial fighter parts.”
weight = 1.75
hitpoints = 30
recharge_rate = 0.001
cost = 15
icon = module_shield_v1.dds
powerconsumed = 2.5
shieldpoints = 25
resistance = 2.5
slot_type = STANDARD
stack_effectiveness = 1
uisortpos = 2060

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = shieldpoints,DECIMAL
5 = crew_required,INTEGER
6 = resistance,DECIMAL
7 = recharge_rate,DECIMAL_MULT,1000
[/code]

Standard Shield (Fighter)

[code][config]
unlockcost = 1000
lockable = 1
classname = “SIM_ShieldModule”
category = “DEFENSES”
size = “FIGHTER”
name = “fighter_shield I.V”
guiname = “Standard Shield”
description = “The light Sheilds dont go very far, but these bigger ones for the more hi-end fighters will need one.”
weight = 2
hitpoints = 35
recharge_rate = 0.0015
cost = 25
icon = module_shield_v1.dds
powerconsumed = 3
shieldpoints = 30
resistance = 4
slot_type = STANDARD
stack_effectiveness = 1
uisortpos = 2060

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = shieldpoints,DECIMAL
5 = crew_required,INTEGER
6 = resistance,DECIMAL
7 = recharge_rate,DECIMAL_MULT,1000
[/code]

Hi-Strength Shield (fighter)

[code][config]
unlockcost = 2000
lockable = 1
classname = “SIM_ShieldModule”
category = “DEFENSES”
size = “FIGHTER”
name = “fighter sheild II”
guiname = “Hi-Power Sheild”
description = “A Basic Frigate Sheild Striped down to fit in the little Gunboats and Corvettes that need the extra protection, and it might just reflect lasers.”
weight = 8
hitpoints = 45
recharge_rate = 0.002
cost = 60
crew_required = 2
icon = module_shield_v1.dds
powerconsumed = 8
shieldpoints = 40
resistance = 9
slot_type = STANDARD
stack_effectiveness = 1
uisortpos = 2060

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = shieldpoints,DECIMAL
5 = crew_required,INTEGER
6 = resistance,DECIMAL
7 = recharge_rate,DECIMAL_MULT,1000
[/code]


#3

mmm interesting and now for mine. . . .

Super long range fast firing frigate anti-fighter gun I call it. . . (insert duh dun sound effect) Frigate defense “L.A.S.E.R.”

[code][config]
armour_penetration = 8
beam_duration = 200
beamwidth = 3.0
blasttexture = “beam_green_atlas.dds”
category = “WEAPONS”
classname = “SIM_BeamWeaponModule”
color = 15,202,255
cost = 45
crew_required = 5
damage = 6
description = “Nothing irritates starship captains more than those tiny irritating fighters that evade the average turbo-lasers. This highly maneuverable beam weapon is the solution.”
fire_interval = 600
guiname = “Frigate Defence Laser”
hitpoints = 80
icon = turret
lockable = 0
max_range = 500
min_range = 25
name = “frigate_defence laser”
optimum_range = 470
powerconsumed = 4
shield_penetration = 8
size = “FRIGATE”
slot_type = TURRET
sound = “data/sounds/cruiser_defencelaser400.ogg”
soundvolume = 1.0
texture = “beam_green_atlas.dds”
tracking_speed = 6
turret_sprite = “turret_las_v5”
uisortpos = 1060
unlockcost = 0
weight = 45

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL
[/code]

Whoa sorry Dr Evil moment there um yea, I’ll have to find the files, but I seamed to have lost some interesting fighter gear, that might have been with my Corvette stuff that I moved up to Frigate and removed the fighter gear in-place of the frigate modules. ALSO NOTE: this is compatible with a non-expansion full game as I have no mods to GSB just yet! Yes I said YET!


#4

Note to everyone: I tried to make these as balanced as possible. When creating new modules, I suggest you keep balance in mind as it is VERY easy to completely unbalance things.

My idea for an unguided heavy cruiser rocket. It is based off the regular cruiser missile except that it is much faster, slightly more powerful, and less accurate with no decoys.

[config]
unlockcost = 0
lockable = 0
armour_penetration = 44
category = "WEAPONS"
classname = "SIM_MissileModule"
cost = 139
crew_required = 8
damage = 40
decoy_release_range = 450
description = "Rockets sacrifice accuracy for speed and explosive power.  If your enemy insists on using guidance scramblers, then this is the missile for you!"
fire_interval = 1950
flareuvid = 0
fuel = 1400
guiname = "Rocket Launcher"
has_decoys = 0
has_flare = 1
has_splines = 1
hitpoints = 105
icon = turret
min_range = 25
max_range = 1200
missilelength = 4.0
missilespeed = 0.50
missilewidth = 2.0
name = "cruiser_rocket_launcher"
powerconsumed = 4
shield_penetration = 52
size = "CRUISER"
sound = data/sounds/missile_launch.ogg
soundpriority = 0.25
soundvolume = 0.23
tracking_speed = 0.6
turnspeed = 0.0
turret_sprite = "turret_miss_v2"
turretsize = 12.0
warhead = EXPLOSIVE
weight = 122
slot_type = TURRET
uisortpos = 1160

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL

A true nuclear missile that does both explosive and radiation damage, has a long range, but is easy to shoot down. I made this especially for the Stargate mod (For this post I removed the race restriction).

[config]
unlockcost = 0
lockable = 0
armour_penetration = 125
category = "WEAPONS"
classname = "SIM_MissileModule"
cost = 678
crew_required = 30
damage = 300
decoy_release_range = 0
description = "Using fission technology, this nuke blasts and irradiates your enemies into oblivion!"
fire_interval = 10000
flareuvid = 2
fuel = 2600
guiname = "Nuclear Missile"
has_decoys = 0
has_flare = 1
hitpoints = 145
icon = turret
min_range = 700
max_range = 1500
missilelength = 15.0
missilespeed = 0.15
missilewidth = 4.0
name = "nuclear missile"
powerconsumed = 15
shield_penetration = 100
size = "CRUISER"
sound = data/sounds/missile_launch.ogg
soundpriority = 0.75
soundvolume = 1.0
tracking_speed = 0.7
trail_fade_time = 1000
turnspeed = 0.5
turret_sprite = "turret_miss_v2"
turretsize = 22.0
warhead = RADIATION
weight = 160
slot_type = TURRET
uisortpos = 1160
radiation_damage = 4
radiation_decay = 1.0
total_damage = 30
damage_duration = 5600

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL

I also made this one especially for the Stargate mod. It is very good at shooting down missiles at long range but is very large and heavy. (For this post I removed the race restriction)

[config]
unlockcost = 0
lockable = 0
classname = "SIM_PointDefenseModule"
category = "DEFENSES"
size = "CRUISER"
name = "surplus_SDI"
guiname = "Surplus SDI"
description = "This is the result Ronald Reagan's classified Star Wars program modified for starship use.  Unfortunately, it still retains the massive size and power requirements of the satellite version."
weight = 300
hitpoints = 300
beam_duration = 240
fire_interval = 300
max_range = 750
beam_width = 2
beam_texture = "beam_orange_atlas.dds"
cost = 1000
icon = turret
crew_required = 0
powerconsumed = 40
turret_sprite = "turret_pd_v2"
turretsize = 16.0
tracking_speed = 6.4
slot_type = TURRET
uisortpos = 2150

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = fire_interval,INTEGER
6 = crew_required,INTEGER

#5

ok im Just going to test the Site Out, Can Someone See if they can Add Modules Under the Fighter Section (Fighter Modules > Modules) just one or two things, Im just thinking of a system

forgot to put the link to the site inthere
http://sites.google.com/site/gsbmodsandstuff/home