[SHIP] [AE] Montauk

Distribute and discuss mods that are functional. Moderator - Grognak
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Chrono Vortex
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[SHIP] [AE] Montauk

Postby Chrono Vortex » Tue Jul 14, 2015 9:30 pm

This took way too long for me to make considering how simple it is, sorry for the delay. I decided to do another recolor this time, it uses the hull of the stealth cruiser and the color scheme of the rock B. Overall it seemed to fit Nod’s aesthetics pretty well. The mod also features some awesome looking room art for the cloaking system by TaxiService! At least that’s something…

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Yet another shieldless ship. I personally really like shieldless strategies despite the common consensus on that. Besides, Nod is the cloaking faction of Tiberian Sun!

Besides looking different this ship isn’t very different from the stealth A. It still has a laser weapon and a beam, though I did decide to add a fourth weapon slot. It’s a little easier to handle too with the higher damage output on the weapons.

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Starting systems and crew:
• Engines - 2
• O2 - 1
• Weapons – 4
• MedBay – 1
• Piloting – 1
• Sensors – 1
• Doors – 1
• Cloaking - 2
• Human – 4

Bugs:
Due to a lengthy animation, the obelisk may not fire on some ships. The weapon will fire if you go to the main menu and immediately return the game (it's really annoying, but it works). These are the enemy classes known to cause this problem so far:
• Rebel Elite Assault
• Mantis Interceptor
• Auto-Surveyor
• Auto-Scout

Room placement is slightly based off the Kodiak, with parts extending into the wings a little more than usual. Sounds are once again extracted directly from Tiberian Sun for your full listening pleasure. Weapon art is basic, with the nod laser being the more complex of the two. Did I mention the awesome room art from Taxi meant to resemble the Nod stealth generator? It’s super cool!

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Credit goes to MaeniAck for the pilot room image. Everything related to C&C (i.e. Nod Montauk, the nod laser, the obelisk and the Tiberian concept) is property of EA.

Download v1.1 here.
Replaces the Stealth A.

Download Tiberian Sun cloaking sounds here.
A CE friendly version can be found here.


A play through of version 1.0 of this ship from stylesrj can be found here.

I think I’m gonna take a big break before I do any of my own mods for a while. Maybe I’ll make some stuff too toss into the Shipyard thread. I know I’ll be trying get Taxi to let me help with all his stuff for a while after that room art, did I ever say how great that was? Don’t worry, before you know it there’ll be a Scrin ship from me! And by the way, I added links to all the pictures of the weapons for all my ships for those who want a little more insight into the references.
Last edited by Chrono Vortex on Tue Jul 21, 2015 8:35 pm, edited 8 times in total.
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steamtex
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Re: [SHIP] [AE] Montauk

Postby steamtex » Wed Jul 15, 2015 12:20 am

Wonderful as always. I'll have to check this one out, too.
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NarnKar
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Re: [SHIP] [AE] Montauk

Postby NarnKar » Wed Jul 15, 2015 3:26 am

That Nod laser looks really cool!
TheBetterYou
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Re: [SHIP] [AE] Montauk

Postby TheBetterYou » Wed Jul 15, 2015 6:57 am

So I just did a playthrough with this ship. Had a lot of fun with the weapons and kept them throughout the game. Ended up pairing those up with a BL2 and a charge ion and wiped the floor with the flagship taking no damage. The NOD cloak device in the cloak room was really cool to see as well. Fun mod, thank you :D
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Chrono Vortex
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Re: [SHIP] [AE] Montauk

Postby Chrono Vortex » Wed Jul 15, 2015 9:40 am

Glad to see my latest mod is being received well.

About the problem with the Obelisk of Light, is seems there are particular enemy classes and configurations which disrupt the firing sequence. I'll try too start a list of said classes after I do some more testing and keep it up to date, so if anybody happens to come across one I miss please let me know.
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stylesrj
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Re: [SHIP] [AE] Montauk

Postby stylesrj » Wed Jul 15, 2015 11:15 am

I should give this one a try, and then make a video run about it.

EDIT: All cloaking devices should use the TS cloaking device sound. I so miss hearing that...

EDIT 2: Did a run with the ship. Made it through on Easy without much trouble (I got a Zoltan Shield at one point and I beat Phase 3 with only 1HP left on it. Although the BL1 and HL1 helped complement the Laser and Obelisk). So a video run might be done with Captain's Edition as the guns are pretty powerful.
By the way, do any of these ships you make have an option for Artillery? If not, why not make some cheap artillery for them? I can imagine an Obelisk of Darkness for the Montauk and a Sonic Blaster for the Kodiak...
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Chrono Vortex
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Re: [SHIP] [AE] Montauk

Postby Chrono Vortex » Wed Jul 15, 2015 1:34 pm

Just got the cloaking sounds and artillery done. I decided to go with the EMP Cannon for the artillery since it's available to both GDI and Nod, which makes it easier to make both my TS ship CE compatible. Hope you didn't record anything yet, I tried to get these done as soon as I could.
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TheBetterYou
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Re: [SHIP] [AE] Montauk

Postby TheBetterYou » Wed Jul 15, 2015 4:53 pm

Trying out the CE version now. What happened to the airlocks in the middle of the ship? Went to vent a filthy boarding party out only to realize they weren't there. Not too big of a deal since there's four more but I'm interested in why it was taken out.
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Chrono Vortex
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Re: [SHIP] [AE] Montauk

Postby Chrono Vortex » Wed Jul 15, 2015 8:26 pm

I put the artillery in the room that would be adjacent to those airlocks, and I don't recall ever seeing a room with a system and airlocks. Even if there is a ship that does that it just seems a little more polished to keep the airlocks away from systems, I figured it would be fine since there's others very close to that room.
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TheBetterYou
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Re: [SHIP] [AE] Montauk

Postby TheBetterYou » Wed Jul 15, 2015 9:47 pm

I thought the kestrel B had a few in system rooms. Either way that makes sense.