The original idea behind this mod was to tweak the most controversial parts of the game (mainly final missions against Bionts) and fix some obvious bugs / oddities (names left untranslated from German, etc.).
But as often with such "quick fix" mods, the more I was learning about the game, the more ambitious this mod had been becoming...

Full description can be found in the readme_mod.txt.

The most important changes I made:

  • fixed an enormous number of bugs: in dialogues, mission files, mission descriptions, etc.,
  • tweaked many object appearing in the game (their HP, damage they can inflict, EMP resilience, etc.),
  • tweaked game difficulty (turrets and vehicles use proper gun types now, boats use stronger torpedoes),
  • introduced new, unified format of naming objects in missions,
  • totally changed the way sonar range works: it now depends totally on unit's type,
  • fixed / changed some broken missions (things not working as authors intended or not working at all),
  • and much more!
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Main changes:

A. Global ones:

  • All files and directories now use proper DOS 8.3 naming format system. This should fix problems reported by Linux users (Linux distinguishes between uppercase / lowercase filenames).
  • Renamed all readme files using 8.3 format.
  • Checked, cleaned and proof red mod's readme (Readme_m.txt).
  • Changed mod info in main screen (removed version).
  • Intro movie ("The Prehistory") is now viewable in the Movie Player.
  • Renamed "Movie player" to "Cutscenes" to avoid confusion ("Movies" menu allows enabling / disabling of the "non-cutscene" ingame clips).
  • Tweaked help screen (expanded abbreviations, made some options more clear).
  • Tweaked some descriptions in "Weapon Store" menu (longer descriptions, split into two lines).
  • Changed method of disabling the "Caution! System breakdown imminent!" audio message. Instead of replacing the audio clip (Coc09.pcm), I've disabled it in /Sfx/Snd/Smpmap.des via separate mod (1_mod).
  • Tweaked the ATL-Scout (Atscout.des), increasing its turn speeds and generally making it a little bit more aggressive. Originally it preferred moving around to attacking, now it should fire at enemies more often. Still, it's basic PD is so low, that making it even more aggressive would lead to this unit being a cannon fodder (too weak to survive longer exchange of fire with stronger enemies).
  • BNT-Bomber: PD further decreased from 150000 to 100000 (they still took too long to destroy).
  • BNT-Gun-Turret: PD decreased from 56000 to 36000 (BNT-Scout has 50000), ED decreased from 9400 to 7000 (same as BNT-Scout).
  • Fixed bad name (Armsdealer) @ Ajanta I.
  • Created separate "Plasma turrets for ATL and SHO bombers during final missions" mod (2_mod).

B. Changes to conversation files (Txt\Dia):

  • Reintroduced old ranks for Akira & Cox (generals) and Lopez (major). Let's not mess with the lore...
  • Checked and tweaked conversation files AGAIN (punctuation errors, better flow).
  • Introduced a couple of major and minor fixes (more info in Readme_m.txt)

C. General changes to mission files (Vfx\Scenario):

  • Tweaked models, guns and torpedoes of boats and turrets. Generally, these are now related to difficulty level (if possible) - units with "diff = 1" or "diff = 2" settings have stronger guns / torpedoes than units appearing on all 3 difficulty levels ("diff = 0").
  • Tweaked "patrol" coordinates (x/y) of almost ALL units in the game to avoid units using the exact same coordinates, which could've led to "overlapping".
  • Reduced number of objects using "sle = 1" setting ("object can only be targeted when in Flint's sonar range"). Using it often feels wrong in case of boats, as you can't target something clearly visible, or keep loosing your lock-on ("target lost!"), or can't target an enemy, who's targeting you (bombers!).
  • Unified "car = X" setting of turrets, using "car = 10". This setting determines the "FOV" of a turret. If set to 0, turret can only "see" the enemy when it is directly in front of it. When set to 10, its' FOV is equal to 360 degrees. Lower values are mostly used in the beginning of the game, but still - enjoy. Makes some "allied" turrets more effective as well.
  • Applied my naming format to GER names, using either original names or English names or google-translated names. Removed 3rd names ("inff = ") altogether.
  • Removed 3rd COM messages ("rtxtf = ") altogether.

D. Changes to particular missions (Vfx\Scenario): changelog of this part has 645 lines. See Readme_m.txt.

See the "files" section for more info.

Archimedean Dynasty Augmented Mod 1.0 released!

Archimedean Dynasty Augmented Mod 1.0 released!

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Grab this patch / rebalancing mod for one of the best games ever made! After almost 5 months of development and 4 beta versions, the final (?) version...

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Archimedean Dynasty Augmented Mod 1.2

Archimedean Dynasty Augmented Mod 1.2

Full Version

New version of my mod. Check Readme_m.txt for all information.

Schleichfahrt Augmented Mod 0.91

Schleichfahrt Augmented Mod 0.91

Full Version

This version includes two small fixes made thanks to trais' effort.

Archimedean Dynasty Augmented Mod 1.01

Archimedean Dynasty Augmented Mod 1.01

Full Version

This version includes two small fixes made thanks to trais' effort.

Schleichfahrt Augmented Mod 0.9

Schleichfahrt Augmented Mod 0.9

Full Version

German briefings, conversations, item descriptions, object names and communication messages during missions, haven't been modified yet. But most likely...

Archimedean Dynasty Augmented Mod 1.0

Archimedean Dynasty Augmented Mod 1.0

Full Version

Final version. Check readme_mod.txt for details. Don't use with German version of the game!

Comments  (0 - 10 of 20)
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spekkio-kun Creator
spekkio-kun

Added new image - reintroduced WC stuff.

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Guest
Guest

Hi,

i read on rpgcodex.net that you need some german SF files. I have uploaded them here:
www . xup . in / dl,42206064 / Schleichfahrt-txt.7z

sorry for the broken URL - as guest i am not allowed to post links...

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spekkio-kun Creator
spekkio-kun

Try some other uploading site, mang - I get antivirus warning...

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Guest
Guest

www . qfpost . com/file/d?g=VoFlIqMxw

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spekkio-kun Creator
spekkio-kun

Thank you very much, downloaded fine this time.

Reply Good karma+2 votes
spekkio-kun Creator
spekkio-kun

Thanks for the reply.

Glad to know that somebody is already fixing the German briefings (BRE) and (maybe?) dialogues. I would happily add these files to my mod, creating Schleichfahrt Augmented Mod. :)
One important thing, though - I you want to add your GER files to my mod, don't modify mission scripts (AD\VFX\Scenario) yet! I'm still working on two last hubs (Shogunate and Survion), but I'm also constantly tweaking previous missions (the ones already included in Beta3). So: wait for a final release of my mod (1-2 moths), and then (if you’re interested) start modifying the .des files in /VFX/Scenario directory.
As you mentioned below, two things will have to be done with these files:

1) Adding german names to objects and cargo, using new format. So far I left GER names untouched, so it looks like this:

inf = verteidiger 2c-t * * * old GER name
infe = to-torp-turret c1 * * * new ENG name
inff = Defender 2c-T * * * old "FRE" name

I agree with you, that "basic" names like at-scout a1 or an-gun-turret b3 can be used both in ENG and GER versions. But things like "Communications Relay" or "Observation Station" requires GER names IMO. Of course, in 90% of cases, original (old) GER names can be used.

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spekkio-kun Creator
spekkio-kun

2) Translating modified / added COM messages to German. Once more, so far I left those untouched. It looks like this:

rtxt = [bomber] ok, flint. du identifizierst die kommunikationsanlagen. angriff! * * * old GER COM
rtxte = [to-bomber] ok, flint. you are to identify the communications relay. Attack! * * * new ENG COM
rtxtf = [bomber] ok, flint. you are to identify the communication devices. * * * old "FRA" COM

Same as above: Most of the time it would be possible to use original (old ) GER COM messages. But there's a catch here: all COM messages must be up to 94 characters long. If they are longer, they don't fit on screen (the window at the bottom of the HUD) And:
1) adding identification prefixes (an-, to-) makes the names longer,
2) German requires more letters than ENG when making sentences.

Take it into consideration when dealing with COM messages.

Alright, back to tweaking another mission... :(

Oh, and BTW - I already reintroduced the Wing Commander reference to mission 00103. Thanks again!

Reply Good karma+2 votes
Deepstar
Deepstar

Yes, i think it is okay to combine some of this messages. Sounds good :).
But i think it is better to keep the rank of Colonel Blair..ehm..Flair :)

As i said, the briefings seems already to be correct in the german version, but i think i will look over them again. I did not look in the german dialogue files, yet. Because there are many dialogues in the game. Even i do not remember any irritating messages, except for some typos. But i think that the main language of this game should be more correct than the english one. This problem is well-known in germany, too. Some games did have a bad german translation, especially older ones in a time when things like "Localization Team" did not exist and the developer have to translate the game itself.

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Deepstar
Deepstar

As you already know, there are the same mission files. I compared it side by side. So there are only the dialogues and the object names within the mission that needs a translation. Should not be a big problem. Even i am unsure about if i would translate the object names, "an-tank"->"an-panzer", for example or if i would use the english names. Iirc even the german version of AquaNox used english designations and in "Schleichfahrt" they talked sometimes about "turrets", too. So maybe it is better to keep the english unit names and only translate things like "Oxygen Tank".

As for the Wing Commander thing, i actually do not know why they used Grill'Rat(I)... maybe it means "Grilled Rat" and because the Kilrathi are cat-like alien... maybe there is a sense in it, but i do not understand it either. I never thought about it much until now :) Because the Colonel Flair and Cat litter was a hint big enough.
Gobbes sounds well :) I only had an idea of a "Prince Tracker" or "Prince Track ***".. because it sounds close to Prince Thrakhath, but i think Gobbes feels better :).

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