Starsiege: Tribes Community Archive

Hard Corps v1.5 Final

by admin
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Filename
hardcorps.zip
Size
265.5 KB (listed 265.5KB)
Type
ZIP
Version
1.5
Developer
admin
Last update
Aug 27, 2009 - 14:43
Format
Zip archive data, at least v2.0 to extract, compression method=deflate
Readme — Hard Corps.txt (from the archive itself)
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				 	H A R D   C O R P S
################################################################################

AUTHOR:	Warpath (warpath@strategyplanet.com)
WEBSITE:	http://www.planetstarsiege.com/hardcorps/
VERSION:	1.5 FINAL



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INSTALLATION INSTRUCTIONS
################################################################################
- Run WinZip and extract the contents of hardcorps.zip to your Tribes directory.
- The following files and folders will be installed on your system:
		Tribes Install Folder
			+ Hard Corps.txt
			+ Hard Corps.bat
			\Config\
				+ hardcorps.cs
			\Hardcorps\
				+ scripts.vol
				\Missions\
					+ Blindside.dsc
					+ Blindside.mis
					+ Deadman'sMine.dsc
					+ Deadman'sMine.mis
					+ Eye_Of_Horus.dsc
					+ Eye_Of_Horus.mis
					+ ReachForTheSky.dsc
					+ ReachForTheSky.mis
					+ Seat_Of_Power.dsc
					+ Seat_Of_Power.mis
					+ Wardance.dsc
					+ Wardance.mis
					+ Whore_Of_Eirus.dsc
					+ Whore_OF_Eirus.mis
					+ Zone_Of_Fire.dsc
					+ Zone_Of_Fire.mis

- There are two ways to load the HARD CORPS mod:
	1) Either double-click on Hard Corps.bat, or
	2) Use the following command line:  "Tribes.exe -mod hardcorps +exec hardcorps.cs"



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UNINSTALL INSTRUCTIONS
################################################################################
- To uninstall the HARD CORPS mod, simply delete the files listed under Installation Instructions.



################################################################################
MODIFICATION INFORMATION
################################################################################
	The HARD CORPS mod has been designed as a supplemental to base Tribes.  It is intended to rectify a number of problems inherent to the game-balance of base Tribes, to allow a greater depth of tactical and strategic play, and to encourage and reward teamwork and co-operation.

	The following is a break-down of the modifications made to Tribes by using the HARD CORPS mod.  Note that, unless specified otherwise, all base Tribes equipment remains unchanged.

### ARMOURS ###
- Medium Armour is now an exact middle-ground between Light and Heavy Armour.  It can now take more damage and can move faster than it could under base Tribes.  It can also carry an increased amount of ammunition for many weapons (this includes Beacons, Mines, and Grenades).
- Heavy Armour can carry an increased amount of ammunition for a few weapons (this includes Beacons, Mines, and Grenades).

### WEAPONS ###
- The Laser Rifle can now be used by all armour types.  It can also be used without the Energy Pack, but it does significantly less damage.
- The ELF Gun has an increased range and rate of damage.  Otherwise it remains unchanged.
- A Cluster Gun has been added.  This weapon is only useable by Medium and Heavy Armour and shoots a spray of high-explosive projectiles, providing effective anti-air flak abilities to defenders.
- A EM Pulse Gun has been added.  This weapon causes very little damage but has a number of special effects.  First, it shuts down the energy systems of a target within its area of effect (stopping turrets from firing, sensors from working, and causing players to slowly lose energy and be unable use any energy-based weaponry).  Second, the EM Pulse disrupts force fields, causing them to rapidly decay and be destroyed.  Third, the EM Pulse Gun will shut down the Sensor Jammer Pack of anyone caught within the area of effect.  The pulses shot by the EM Pulse Gun are negated by the presence of heavy shielding (as found on many turrets and sensors).

### MISCELLANEOUS ###
- Targeting Lasers no longer have an energy requirement.  They are also part of basic spawn equipment.
- Beacons can withstand significantly more damage and cloak themselves once deployed.

### BACKPACKS ###
- Ammo Pack has been completely re-worked.  Hitting the (P)ack key now activates the Ammo Pack, which slowly drains the user's energy while regenerating weapon ammunition, Beacons, Mines, Grenades, and with enough time even Repair Kits.
- Sensor Jammer Packs now cloak Light Armour users in invisibility.  If Light Armour remains motionless, even the red "enemy" triangle is invisible.
- A Decoy Flag Pack has been added to allow a team to lead enemies on wild flag chases.  Though not as effective as the Energy Pack, the Decoy Flag Pack also provides an increased rate of energy recharge.  
- A Power Generator Pack has been added.  Able to be carried by any armour, the Power Generator Pack allows the user to recharge, enhance, or restore to operation any friendly target aimed at.  If a station, turret, or sensor is unpowered, the Power Generator Pack allows the user to temporarily restore power to the unit.  If already powered, the pack enhances the operation of the unit.   When used on Force Fields or Remote Stations, the pack recharges the items to full power.
- A Force Field Generator Pack has been added.  When used by Medium or Heavy Armour, the Force Field Generator Pack allows the user to deploy Force Fields on any number of surfaces.  Deploying a Force Field requires the user to have a full charge of energy, which is depleted when the field comes into being.  Force Fields decay slowly over time and may only be recharged by someone using a Power Generator Pack.

### DEPLOYABLES ###
- Laser Motion Sensor has replaced the motion sensor.  This small turret can be carried by any kind of armour and deployed on any surface.  Though it causes no damage it can detect any intruder -- even those using the Sensor Jammer Pack.
- Proximity Alarm has been added.  This alarm can be carried by anyone and can be deployed anywhere.  When an enemy comes within range, it sign
Contents — 23 files (inside the archive)
Source: The Exiled — Tribes Repository
Original page: https://library.theexiled.pwnageservers.com/file.php?id=172
Archived source HTML: _source/file/172.html