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[MOD]Metal Storm

By on June 19, 2008 11:40:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

SpardaSon21

Join Date 04/2008
+61
The name says it all.  This mod is all about flying pieces of metal, namely TEC autocannons.
This mod finally lets them fulfill the promise of their names, and let all that steel fly in a full-auto fury.
The TEC also ditches their weak lasers, instead going old-school with lots of archaic, yet oddly deadly autocannons.

The Garda shows Spray and Pray still works even in the distant future with its 20 rounds a second flak autocannons.


Screenies of the Awesome Akkan!

First: From Downtown!



Heres the start of a bad day for this Krosov


Can't a guy get no respect?





Obviosuly not.



Some Fighters Play Hunt the Cobalt.

Warning: Your OMFG results may vary.  Mod best used with SolarFlair.
http://www.moddb.com/mods/10765/solarflair

Advent and Vasari?  NEVER!
Unless there's an imminent forum riot.  Then its a distant possibility.

Download mod at http://hosted.filefront.com/SpardaSon21.  Thank you.
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June 19, 2008 12:33:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Ok, figured out fire rates and whatnot, changed Cobalt, Krosov, Arcova, Kodiak PreBuffCooldownTime, BurstDelay to 0.10000, number of bursts =1, yet they don't fire 10 shots a second. Also, changed damage type to physical and weapon class to autocannon, everything else vanilla. However, they refuse to fire on a ship with no shields, which kinda ruins the whole effect. Help with that would be great.
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June 19, 2008 1:20:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
What did you set the cooldown time as?

Point stagger delay is how long before the next shot in each burst will fire (since it cycles through all the points).

Synched targeting makes all bursts fire at the same point on an enemy ship. Set to FALSE it will fire each burst at a diffrent point on the hull/shield.
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June 19, 2008 4:55:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Yeah thanks for the help Aractain, included you in readme for your help. Mod has been uploaded to Filefront Download in case you want to check it out. TEC looks absolutely sweet now. Advent got nothing on them now, because who needs beams and lasers when you can go full auto?
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July 13, 2008 9:20:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Nice
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August 27, 2009 5:23:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

when  i click the download link, it just sends me to the filefront homepage, and when i search for the metal storm mod, it doesnt show up

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August 27, 2009 5:42:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

probably because its a dead link now

this mod only worked with l.05 vanillia sins

vanillia sins is now at 1.16

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August 27, 2009 5:48:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

awww......

sad face

i was looking forward to this "full auto"

cuz like sparda said, wuts beams and lasers if u got full auto?

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August 27, 2009 6:50:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

true when you necro'd it I got all excited than I noticed the dates and checked the solar flare mod as well as metal storm mod

oh well you could try this mod

http://distantstars.mmobase.com/?m=home

if you want, you need the latest in Entrenchment upgrade (1.03)

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August 27, 2009 6:52:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, I stopped developing this mod if favor of working on the TCA in 7 Deadly Sins.  The TCA are similar to the TEC in this mod, using mainly railguns which have a rapid fire rate.

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August 27, 2009 7:03:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

pity it looks cool and would be curious about using it in the Distant Stars mod

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August 27, 2009 7:12:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Why?  All I really did was mod the TEC to have faster-firing weapons, and mod them to pretty much use just autocannons instead of lasers and the like.  The Distant Stars mod could easily replicate what I did by playing around with refire rates and shots per burst.

 

Or, I would be happy to replicate this for them, as long as I got proper credit somewhere.  Balance would be affected though since the faster firing increases shield mitigation on the target fairly rapidly, and the lower damage per cooldown means percentage-based weapons researches have a lesser effect.  Also, flak frigates would be affected as fighters wouldn't be able to receive equivalent damage due to their physics.  It could be balanced, it would just take a while.

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August 27, 2009 7:24:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

hmm a bit more work then I thought

Ah it would mess up too much

nvm

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