| Here you
will find a few modifications that I have made for the Buda5
Conversion.
New
Sounds:
I've
made a couple of new wave sounds for the mod, a starfury
firing for the standard weapons fire, and a proximity
warning sound. As far as I know, the proximity warning
only works in the Defiance campaign.
NewSounds.zip
Buda5
Configuration Utility:
Here is
the utility program I've written to make configuring your game
exe's for different weapons color's a little easier.
I've included the great I-War mission launcher by Entropy and
all of his original files. The mission launcher is
called from my utility so all files in the zip need to be
located in the root directory of your game.
This will not overwrite any existing files. And the
original exe is included as one of the configuration
options. I like to use the different colors for
different types of ships I fly. For instance, I like for
both sides to have the same color when playing the Earthforce
vs. Earthforce missions, I mean, they would wouldn't
they? And yellow works good on the Whitestar. So
this gives you an easy way to make those changes and to always
have a backup. The download is approx. 3MB.
Feedback on this, and anything else on these pages is
welcome. One last thing, the picture is from what was
intended to be the box art for Into the Fire. You may recognize
it. The first file, B5CU.zip is for the Defiance
Campaign. The second B5CU2.zip is for I-War v1.24 and
both contain all of the files needed to select from four
available weapons colors.
B5CU.zip
B5CU2.zip
New
Ship script files:
Here
are several new versions of ship script files. I've
increased the acceleration / deceleration rates for the
fighters so that they perform like fighters should. I've
increased the weapons damage for the fighters and capital
ships alike. A fighter should only be able withstand one
to two hits from a capital ships guns. This seems
accurate to me. However for sake of sanity, I've include
versions of the fighters for the player to use titled
mystarfury.shp, mybadger.shp and mytbolt2.shp. These are
four times stronger than the regular fighters. It
wouldn't be much fun for the player to get creamed every time
you get within weapons range of a capital ship. Given that
they are only four times stronger, I wouldn't recommend
hanging around an enemy cap for long though. I've also
modified the Hyperion so that the maneuvering thrusters now
work for all axis. I haven't yet finished the mods
to all capital ships, when this is done, they will be posted.
NewShipScripts.zip
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