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HvTactical

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HvTactical.zip
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admin
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Jun 07, 2008 - 02:16
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Readme — hvTactical-v1 Readme.txt (from the archive itself)
This file dated 7-25-99
----------------------

DISCLAIMER
----------
-First and foremost, I would like to point out that the hvTactical-v1 
mod started out as the PALrenegades mod; a heavily modified version 
of the Renegade v1.3 mod. It is now a mod that plays quite differently 
than the Renegades series and, thusly, I have changed the title to 
hvTactical. This is not to disavow any credit to the makers of 
Renegades, but to differentiate the philosophical ideals of the two 
mod series. I would like to acknowledge the skill of everyone involved 
with the Renegades, Insomniax, and Retro mods. My mod would not have 
been possible without their pioneering efforts in the field of scripting. 

-I have no qualms about using other peoples ideas or them using mine, 
but ONE SHOULD ALWAYS STATE THE SOURCE OF ANY CODE OR IDEA that is not 
one's own. There is a fine line between borrowing and stealing when it 
comes to scripting and that line is defined by DISCLOSURE OF SOURCES.

-so what did I do on this mod? 
 -I made MANY new deployables, weapons, and equipment
  -The full list of changes is below . . .
 -I changed a bunch of settings to make the mod more balanced and
  team oriented, rather than the killing field that Renegades has become
 -I imported some ideas and weapons from Insomiax and Retro mods
 -Also, I incorporated Labrat's Pskin mod game.cs file into the package.
  -This allows you to show custom skins in all game types.

Link to Mephisto, Labrat, and Insomniax from my site, 
"House Vagoroth" at . . .
www.geocities.com/TimesSquare/Fortress/5514

----------------------------------------------------------------------
To host with hvTactical-v1
--------------------------
1)create a new directory in Tribes/ called /hvTactical-v1
	a)should read "Tribes/hvTactical-v1" in explorer

2)unzip the scripts.vol file in this directory

3)go to your Tribes shortcut 
	a)select properties
	b)on the line "target" add " -mod hvTactical-v1"
	c)should read "Tribes.exe -mod hvTactical-v1"

4)to run a dedicated server
	a)add " -dedicated" after the mod 
	b)should read "Tribes.exe -mod hvTactical-v1 -dedicated"

5)run the game from this shortcut

6)to switch back to normal Tribes, remove the -mod line from the 
shortcut (step 3)

----------------------------------------------------------------------
Scripter's Note:
 - if you look at the code in hvTactical-v1 mod, you will notice
that I have remarked in many of the .cs files as to the functions of
lines, etc. My new lines and sections can be seen easily by the string
of +++++++ next to them.

-----------------------------------------------------------------------
-below is the list of added and modified equipment for hvTactical-v1
-----------------------------------------------------------------------
-please note: This list presumes that you are already familiar with the
Renegades mod series, for more details, consult the hvTactical field 
manual
----------------
Weapons and Ammo
----------------
-all armor types can carry all ammo types to reload others in the field
 -idea courtesy of "hvHelplessTarget"

-no longer need the energy pack for the Shockwave Cannon
 -Shockwave energy consumption increased to compensate

-remade the Railgun into the "Light railgun", new performance, sounds, 
etc.

-detuned the Sniper Rifle a little, was too powerful, made the laser
rifle irrelevant

-added fire sound to the Sniper Rifle

-upped the power a little on the Laser Rifle, a CLEAN head shot will
kill a light armor now

-no longer need the Energy Pack to use the Laser Rifle

-slightly increased the rate of fire of the Chaingun

-added the "Mine Launcher", beware, these mines are not team-friendly
 -idea courtesy of "hvHelplessTarget"

-made the Assault Rifle
 -code modified from the Retro mod

-imported and modified the MAG gun and EMP launcher from the Insomiax mod
 -reduced the MAG gun's range to 18 meters, and reduced the cone angle
 -modified EMP effect to include blinding and incremental damage
  -ideas courtesy of "HelplessTarget" and myself

-fixed Assault Rifle ammo station resupply bug 
 -idea courtesy of "hvRainman" and "hvLobo"

-sped up the fire rate of the Vulcan (but not the damage per bullet)

-made the "Particle Accelerator", high rate of fire, cluster bomb 
effect, that uses up energy VERY quickly
 -idea courtesy of "hvHelplessTarget" and myself
 -code help from "Emp" and "IX_Savage1", thanks a lot guys :)

-added and modified the "Shotgun" from Insomniax

-reduced the blast radius of the Stinger to 20.0 meters

------------------------------------------------------------------------
Deployables and Packs
---------------------
-increased targeting range on "Plasma Turrets" to 200 meters

-fixed "ELF Turret" respawn problem

-deployable Cameras now have shields
 -idea courtesy of "hvHelplessTarget"

-changed deploy limits on some of the deployables

-made the "Demolition Pack"
 -code modified from the Retro mod

-made the "Vulcan Turret", shreds armor but quickly overheats

-renamed "Deployable Turret" to "Sentry" and added shields

-reduced deployable "ELF" and "MAG" Turret ranges to 30 meters

-made the "Watchdog" deployable spotter turret
 -idea courtesy of "hvHelplessTarget"

-made the "Flak Gun" deployable anti-aircraft turret

-made Rocket Turrets fire faster, with slightly less damage

-made the "Guard Dog" deployable shockwave turret

-made the "Breath of RA" flamethower turret

-made the "Claymore" high-explosive mine
 -idea courtesy of "M O S E"

-increased repair pack range to 10 meters

-increased both the rate of repair and rate of energy consumption or the
Repair Pack
 -idea courtesy of "hvHelplessTarget"

-ammo packs now supply an additional two repair kits

------------------------------------------------------------------------
Misc. stuff
-----------
-all armors can now ca
Readme — hvTactical Field Guide.txt (from the archive itself)
Note: this readme file assumes that you are already familiar with the Renegades v1.3 and
Insomniax mods. If you are not, find links to them at my site, "House Vagoroth," at . . .
www.geocities.com/TimesSquare/Fortress/5514
--------------------------------------------------------------------------------------------
Philosophy
----------
   The vhTactical mod is an outgrowth of my PALrenegades mod series. PALrenegades was my 
earlier attempt to transform Renegadesv1.3 into a more balanced, but also more dynamic mod.
Since PALrenegades, the Renegades mod series has turned into a nightmare of overly exotic
and stupidly powerful weapons. There are some good, new, ideas in Renegades but the mod 
series from v1.4 on is hopelessly unbalanced. Because of this difference of directions, I 
have renamed the PALrenegades mod . . . "hvTactical". The "hv" is a reference to House 
Vagoroth, my Tribe of loyal friends and beta testers. "Tactical" was suggested to me by 
House member "hvHelpless Target" as he felt my mod could best be described as one that 
forces you to think, learn, and adapt to changing situations. "Tactical" sums up the whole 
spirit of this mod. This is a mod based on strategy over firepower, skill over cheesiness.

   For those new to this mod . . . a few tips:

1)READ THE README FILES!!! Knowledge is the key to success.

2)Don't stand still outdoors. If you loiter in a high threat environment, you deserve to get 
shot.

3)TEAMS win battles, not individuals.

4)THINK, THINK, THINK, don't run in straight lines. If you get killed by turrets in the one 
spot, try attacking from another direction, or use a different armor/pack configuration. 

5)It is a lot easier to die quickly in this mod than in Base. Be careful not to overextend
your energy, and remember that one accurate shot is a hundred times better than a hundred
inaccurate shots.

--------------------------------------------------------------------------------------------
Armor Types
-----------
Kestrel- Based on the Scout, he is the fastest of all armor types, use him to survey the 
battlefield, snipe, or hit and run tactics. Using the same alloy/rubber armor technology as 
the heavier Badger, he is very resistant to impact and landing damage, but as this armor is
designed to be light weight and mobile, it is quite vulnerable to everything else. On the plus 
side, if attacked, he can just toss an EMP grenade and outrun his opponent on foot.

Peregrine- Dedicated to the role of sniping. His light composite armor is frail, but fairly 
quick, allowing usage of a wide variety of long range weapons. Based on the Sniper armor 
from Renegades, he can now confuse enemies with Clone grenades or hide behind Tree mines.

Nighthawk- Designed specifically for the role of infiltration, he is the only armor that can 
wear the Cloak Pack. He also has a good variety of shorter range weapons ideal for indoor 
use. His Demolition grenades can make short work of enemy defenses. Based on the Spy armor
from Renegades, his magnetically shielded allow armor provides some protection from 
electrical attacks.

Mongoose- Jack-of-All-Trades, based on the Mercenary. He can use nearly any weapon in the mod, 
and most of the packs. While he has no specialties, he is never at a specific disadvantage. 
He is the default armor type in hvTactical. His EMP mines are good for base defense or enemy 
turret busting (if you can get close enough). He can also carry five weapons, more than any 
other medium armor. His ceramic/composite armor makes him most resistant to plasma and bullet 
damage types.

Badger- A medium sized armor based on the Burster and designed for offensive use. He is the 
lightest armor to have access to the Mortar, and can also carry the Stinger for fire 
suppression. Great for flag capping. Use his Stinger grenades to cover your retreat. This 
armor is constructed out of an layered metal alloy which is then backed by a specially molded
padded rubber, making the Badger most resistant to concussion and impact damage.

Wolverine- A new Armor type. Tough and fast with great endurance. He doesn't get mines 
normally, but can get standard mines with an ammo pack. He is limited to short range 
weapons only, and can't use booster packs, but beware, if you meet him in close 
quarters, you won't last long. This special armor is a mesh of ceramic, composite, and alloy
materials. While it is very resistant to all damage types, it is best at fending off bullet 
and energy weapons.

Owl- The last of the medium armors, he specializes in defense. Primarily setting up 
turrets and forward bases. Access to the Stinger and Railgun allow him to hold his own with 
Badgers and Peregrines, but with limited endurance. He is based on the Engineer armor from 
Renegades and his light alloy armor offers only minimal protection against attacks, except 
for EMP damage which it's magnetic shielding defeats rather well.

Kodiak- This heavy armor is ideal for base storming. He is the only armor who can carry the
Stealthshield Pack which jams all sensors but motion-sensitive and Cameras. Tough and deadly 
at any range, he is based loosely on the Dragoon from Renegades. The Kodiak uses a sandwiched 
armor system composed of layered composite and ceramic folds underneath an alloy exoskeleton.
This makes him resistant to most weapon types, but he is still fairly vulnerable to energy 
and magnetic attacks.

Grizzly- Dedicated to defense, this heavy armor can carry a wide assortment of weapons 
including the Shockwave Cannon and Particle Accelerator. With Shockwave grenades and mines, 
he is ideal for defending objectives, or open field skirmishes. Using a heavier version of 
the Badger's padded alloy armor, the Grizzly's additional composite backing is quite 
resistant to impact trauma and exceptional in preventing damage from bullet and energy 
weapons.

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Contents — 3 files (inside the archive)
Source: The Exiled — Tribes Repository
Original page: https://library.theexiled.pwnageservers.com/file.php?id=231
Archived source HTML: _source/file/231.html