Custom Arwing
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Praise for this mod:
"I personally like the older design"
"Only 4 rooms?"
"I think this mod is a nightmare."
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Looking for a tiny starfighter that's almost powerful enough to take out a cruiser on it's own?
Look no further!
The idea with this ship is to have a strong, fully-loaded ship that is still weak enough to be interesting.
Choose a variant loadout at the start beacon!
Have an entire set of systems and weapons from the start - an upgrade tree just waiting for you to feed on your spare scrap!
Fight alongside your (NPC, rng-driven) friends!*
*provided you have the resources to do so.
...It won't be an easy fight.
Infact, I cannot promise that you can actually beat the game with this - it's more an experiment or a horrible challenge.
Download links follow, with a full description of the mod below.
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Download Links!
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Currently only available on ModDB:
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Latest version: V002 - (Updated 22/Sep/2015)
A quick update has added mod-specific tips at the start beacon, plus another to replace a sprite I forgot to add in.
Since the mod changes UI elements, the download also includes a patch for anyone who runs Shiny!UI.
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The ship
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The Arwing is a very small, but very powerful fighter ship.
It is only 4 rooms big, but starts with an almost entire set of systems.
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In order to fit so much into such a small space, the ship uses Layered Systems - each room houses at least two systems, if not more.
Since systems are stacked, you can't manually repair all of them. To combat this, the Arwing is able to repair itself;
It is an AI ship - which also means all your systems are constantly manned. This is very useful, since you need all the dodge you can get.
The Cockpit seats the pilot, most of your subsystems, and your life support.
The Fusalage starts with a drone system, and also houses any 'custom' systems (shields, teleporter, hacking, mind control and battery - more on this later)
The Left Wing houses cloaking and a single-bay weapon system, while the Right Wing holds the engines and an artillery system.
If one wing goes down, you still have the attack and defensive capabilities of the other.
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Loadouts
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At the start-game beacon, you'll get the chance to choose a pilot.
The pilots races are picked to represent the aspects of the characters in the games, and because who has time to make sprites?
Each pilot has a customized ship, with at least one additional system, a ship upgrade, and a powerful Augment.
The playstyle of the ship will be greatly effected by this, so choose wisely.
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The event also fills up your inventory -
A set of upgrades for your Laser Cannon (be careful not to equip them too soon)
And a set of drones that represent your teammates (they cost no system power to run, but still use drone parts - only use them when you need to)
The Laser Cannon is a fairly simple but versatile weapon; 1 shot 1 damage, with a cooldown boost and the ability to charge a second shot.
The first upgrade for it, the Twin laser, adds a second projectile to each volley, and speeds up cooldown.
Later you'll be able to use the Hyper Laser, which adds ion damage to each laser, and again reduces cooldown.
The Smart Bomb auto aims and fires like any good artillery.
It acts as a 1 damage missile with hullburst and /huge/ sys damage, with the potential to hit up to 3 rooms.
It won't completely destroy most ships, but can definitely turn the tide of a battle.
--As of v2, Fox is no longer the only pilot without a full loadout, and starts with Mind Control installed.
The ships also start with a slightly more powerful titanium casing augment, and the wording has been altered to reflect just how powerful it is--
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This pack is now included with the standard Arwing Package, and is highly recommended to be used.
(I only haven't combined them because I'm lazy)
With this pack installed, you no-longer start the game with a full inventory.
Instead, all the stores in the game now give you the option to contact the Great Fox, which can provide you with free power-ups.
The power-ups are unlocked as you upgrade your systems, so you'll always find something that matches your current power level.
These unlocks aren't limited to just the weapon system, though - the more systems you upgrade, the more options you'll have.
All in all, it makes for a more interesting, hopefully more balanced, style of gameplay.
Please make sure you place the pack after the ship in your mod load order.
There may be spoilers for the missions from page two onwards.
--As of v2, some new options have been added to the Great Fox store.
Drone control can no longer be upgraded, but starts at level 3 for fire resistance.--
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Let's plays!
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Arwing only:
Styles-rj: Katatonik's run (early build)
Arwing Adventures:
Biohazard063: Part1[Fox]
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Let me know if you have any let's plays you'd like featured on this page!
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Credits and stuff!
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Many thanks to Rad-82, Styles-rj, Yizzy, Sleeper Service, and Chrono Vortex for the kind words and help.
Also for the record, VoV made an Arwing before me. It's not AE compatible as far as I know, but here's the forum post for reference;
viewtopic.php?f=11&t=15646
Code: Select all
Credits:
The Start Event code, and much of the event-driven aspects, were built using Rad-82's "Auto Terminator" as a base.
The sounds for the mod were sampled from;
http://www.sounds-resource.com/nintendo_64/starfox64/
http://www.sounds-resource.com/snes/starfox/
The barrel roll spin was created using additional samples from;
Woosh lasso (1) http://www.freesfx.co.uk/users/ztke/
Woosh 1 (assorted) http://www.freesfx.co.uk/users/jhemzc12/
This is a fan-made mod, and is not for profit.
Characters, names, sounds, belong to Nintendo.
If there are any issues, please let me know and I will do my best to rectify them.
Jon - GenCool - PuppetSquid.
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