Time Again


#1

This is a semi-finished half-jobbed mod.
My imagination and struggles are taking me elsewhere and this slight modification has kinda gone “poof”
I just keep it around as the Timeagain ships are good in the Really Gratuitous space battle mod and the Federation ones are just cool.

info and shizzle:

The federation have 4 new ships;
2 cruisers;
Buck
Raven (May need to play about with the cost for this one, as its meant to be a kinda super cruiser)
2 frigates;
Heavy fox
Fire fox
Also a Long-Range beam weapon

A new race called TimeAgain.
featuring 5 cruisers
Urbanus cruiser
Disith cruiser
Anatatory cruiser
Hiigaran battlecruiser
Sajuuk
Normandy SR2

Obviously you need to place the below in a text doc. in your install folder.

path = timeagain 

I give it out to you all to hopefully enjoy and maybe do something with.

Ediiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit*
might help if i included the DL link for you:

http://www.mediafire.com/file/bd6p12nx4wdb37g/Timeagain.zip


#2

Random extra modules:

[code][config]
unlockcost = 265
lockable = 1
beam_duration = 300
beam_texture = “beam_blue_atlas.dds”
beam_width = 2
category = “DEFENSES”
classname = “SIM_PointDefenseModule”
cost = 80
crew_required = 6
description = “A frigate sized CIWS for dealing with missiles”
fire_interval = 500
guiname = “Frigate Anti-missile Close-in Weapon System”
hitpoints = 10
icon = turret
max_range = 360
name = “frigate_CISWM”
powerconsumed = 5
size = “FRIGATE”
slot_type = TURRET
tracking_speed = 4
turret_sprite = “turret_pd_v2”
turretsize = 9
weight = 30
uisortpos = 2110

[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
[/code]

[code][config]
unlockcost = 0
lockable = 0
blasttexture = “turret_blast_yellow.dds”
armour_penetration = 10
category = “WEAPONS”
classname = “SIM_BulletWeaponModule”
color = 1
cost = 50
crew_required = 8
damage = 10
description = “A adapted anti-missile CIWS, created soley for dealing with pesky fighters”
fire_interval = 200
guiname = “Frigate Anti-fighter CIWS”
height = 6
hitpoints = 10
icon = turret
max_range = 340
min_range = 65
name = “frigate_CISWF”
optimum_range = 312
powerconsumed = 6
shield_penetration = 35
size = “FRIGATE”
slot_type = TURRET
sound = data/sounds/laser_turret_shot3.ogg
soundvolume = 0.5
speed = 8
tracking_speed = 4
turret_sprite = “turret_auto_v1”
turretsize = 9.0
weight = 30
width = 1.5
uisortpos = 1040

[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]

[code][config]
unlockcost = 0
lockable = 0
classname = “SIM_CrewModule”
category = “OTHER”
size = “CRUISER”
name = “cruiser crew IV”
guiname = “Crew Module IV”
description = “When the big just isn’t big enough, ou get cramped.”
weight = 150
cost = 145
hitpoints = 145
icon = module_crew3.dds
crew_required = 0[code]

[/code]
powerconsumed = 4
crewsupply = 320
slot_type = STANDARD
uisortpos = 4030

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = crewsupply,INTEGER
4 = powerconsumed,DECIMAL
[/code]

[code][config]
unlockcost = 1700
lockable = 1
classname = “SIM_PointDefenseModule”
category = “DEFENSES”
size = “CRUISER”
name = “cruiser_CIWSM”
guiname = “Cruiser Anti-Missile Close-in weapons system”
description = “Bringing next gen anti-missile technology to you!”
weight = 118
hitpoints = 108
beam_duration = 240
fire_interval = 300
max_range = 350
beam_width = 2
beam_texture = “beam_orange_atlas.dds”
cost = 160
icon = turret
crew_required = 8
powerconsumed = 8
turret_sprite = “turret_pd_v1”
turretsize = 12.0
tracking_speed = 5
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
[/code]

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 40
beam_duration = 200
beamwidth = 2.0
blasttexture = “beam_red_atlas.dds”
category = “WEAPONS”
classname = “SIM_BeamWeaponModule”
color = 255,16,16
cost = 150
crew_required = 8
damage = 70
description = “A Close-in Weapons system created for Anti-fighter roles”
fire_interval = 400
grain = “beam_red_atlas.dds”
guiname = “Cruiser Anti-Fighter Close-in Weapons system”
has_grain = 1
hitpoints = 108
icon = turret
min_range = 20
max_range = 330
name = “cruiser_CIWF”
optimum_range = 298
powerconsumed = 18
shield_penetration = 28
size = “CRUISER”
sound = “data/sounds/cruiser_beamlaser.ogg”
soundvolume = 1.0
texture = “beam_red_atlas.dds”
tracking_speed = 5.0
turret_sprite = turret_las_v1
turretsize = 12.0
weight = 80
slot_type = TURRET
uisortpos = 1010

[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]

And random super weapon of missile glory:

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 100
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 160
crew_required = 14
damage = 200
decoy_release_range = 450
description = “To weapon for ragnarok”
fire_interval = 800
flareuvid = 2
fuel = 1700
guiname = “Ragnarok Launcher”
has_decoys = 1
has_flare = 3
hitpoints = 120
icon = turret
min_range = 500
max_range = 1160
missilelength = 6.0
missilespeed = 0.29
missilewidth = 3.0
name = “cruiser ragnarok launcher”
powerconsumed = 3
shield_penetration = 100
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
submunitionslive = 1
tracking_speed = 0.9
trail_fade_time = 900
turnspeed = 0.9
turret_sprite = “turret_miss_v1”
turretsize = 12.0
warhead = EXPLOSIVE
weight = 128
slot_type = TURRET
uisortpos = 1150

[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
[/code]