Showing 1,101-1,125 of 2,767 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Scatter1345914447Exosuit [Overhaul Mod]ModID: 5039064f

The following changes are made:

*Reintroduced single weapon Exosuits (cost 30 res)
*Upgrade to dual weapon from single weapon at the Proto lab (cost 20 res)

Exosuits now divided into 2 subclasses:

Railgun Exosuit
*Base speed of 6.5 (up from 5.75)
*Base armour of 320
*Halved Railgun Damage, Doubled RoF
*Dual Railguns can fire and charge simultaneously

Minigun Exosuit
*Base speed 5 (down from 5.75)
*Base armour of 520 (up from 320)
*Reduced heat up rate of Miniguns
Must be run on Server, Gameplay TweakNo5.622 KiBMar 29, 201812-04-2018 19:26:45
Avatar Scatter1349146791Alien Upgrades [Overhaul Mod]ModID: 506a58a7

This mod overhauls the current alien upgades to turn them into different playstyles rather than +stats (as in this game more hp and speed will always be the preference).

*Carapace armour gain increased significantly, speed penalty
*Celerity speed gain increased significantly, armour penalty
*Carapace and Celerity combined still give gain in speed/armour but it is reduced compared to vanilla NS2.

*Vampirism lifesteal now heals armour as well as HP.
*Replaced Focus with Neurotoxin (credit to Steelcap/Compmod)\n\n\n
Must be run on Server, Gameplay TweakNo6.399 KiBApr 1, 201812-04-2018 19:25:53
Avatar Scatter1339907554Shotgun [Overhaul Mod]ModID: 4fdd5de2

This mod alters the shotgun to be more user friendly and consistent which should stop it from either being godlike in good hands or garbage in low to mid tier hands. The following changes are made:

*Doubled the RoF
*Halved the damage (half pellet damage)
*Increased the "clip size" to 8 from 6
*Slightly decreased spread
Must be run on Server, Gameplay TweakNo2.096 KiBMar 24, 201812-04-2018 19:24:47
Avatar Scatter1339987473Onos [Overhaul Mod]ModID: 4fde9611

This mod turns the onos into more of a regular unit like the gorge, lerk and fade as currently in NS2 it is more of a super unit with boring gameplay (not skill based) while also suffering from "Onos explosions" which seem like a soft timer for marines to deal with.

Changes this mod introduced:
*Increased Onos speed from a base of 6.6 to 8.5
*Reduced Onos HP/Armour from a base of to 500/250
*Onos has a default frontal bone shield which reduces frontal damage by 50%
*Bone shield ability now reduces frontal damage by 95%
*Decreased Onos model size to 75% of its original
*Decreased Onos cost to 40 Pres
*Decreased Onos upgrade costs to 5 Pres per upgrade

The idea is to turn this unit into a faster and smaller unit that isn't just an HP tank, but instead can engage and disengage more easily while using it's active abilities. A lot of this can change based on feedback as I understand this may end up struggling late game (although this mod is made in the context of the overarching Overhaul mod)
Must be run on Server, Gameplay TweakNo1.635 KiBMar 24, 201812-04-2018 19:24:19
Avatar Scatter1353190333Overhaul Core [Overhaul Mod]ModID: 50a80bbd

Techpoints now also give team and player resources when they have a Hive or Command Station built on them. Marines no longer have passive upgrades (hp has been rebalanced) and should instead use other or tech paths to win.

The following changes have been made

General
*Hive and Command Station cost 25 tres to place
*Extractor and Harvester cost 8 tres to place
*Tech Points give 0.25 pres and 2 tres per tick
*Resource points give 0.0625 pres and 0.5 tres per tick

Marines
*Weapon and Armour upgrades can no longer be researched
*Command Station and Extractor have half health of regular ns2

Aliens
*Hive and Harvester HP halved
*Alien Ability research untied from Hive/Biomass requirements.
*Hydras and babblers now free to use
*Lifeforms gain a slight boost given marines now start with W2/A2:
- Skulk hp/armour now has 85/15 up from 70/10
- Lerk hp/armour now has 175/45 up from 150/45
- Gorge hp/armour now has 180/75 up from 160/75

Must be run on Server, Gameplay TweakNo6.709 KiBApr 5, 201812-04-2018 19:23:35
Avatar Las1336087660Pregame PeaceMod ID: 4FA3146C

git repository
current git commit: 4cda27a82ef05df296cc83e59e39fc1f11dc3616\n\n\nImage source: http://illustrain.com/?p=27434

About



This mod attempts to uphold peace in pregame.
Not by preventing players from attacking each other,
but by allowing diplomacy to take place.

Currently, if you enter the room within which the enemy tech point lies in pregame,
you will take damage, and eventually, perish.

How is one supposed to create peace and prosperity, when
any attempt at diplomacy and communication is outright forbidden?

This modification attempts to fix this problem.

What it does



Instead of killing all enemies in the room within which the tech point is,
only enemies within 2 meters of the command structure are killed.

To prevent the kharaa from sabotaging the humans by creating a massive wall around the CC,
marines can while in pregame enter the CC from any possible position. This means you can
initiate the log-in, run away, and still successfully enter it (unless you die of course).
Must be run on Server, FixNo1.631 KiBMar 19, 201810-04-2018 15:52:56
Avatar twiliteblue1335951155Radar Pulse Grenade + Tracker MinePulse Grenade gives sound warning about nearby hidden alien players when held in hand.

Detection Range: 15

Balance changes:

-No longer damages owner or other marines.

-Proximity detonation radius reduced from 3 to 2.5.

-Life time reduced from 1.2 second to 1 second.

-No longer drains energy on damage, but instead reveals and tracks enemies caught in a 10 radius for 6 seconds.

Mine changes

-Mine explosion tracks enemies damaged for 10 seconds.
Must be run on Server, Gameplay TweakNo5.387 KiBMar 19, 201810-04-2018 09:25:13
Avatar TinCan1356508708ns2_simplex5ns2_simplex5Passes Default Consistency, MapNo1.769 MiBApr 8, 201808-04-2018 23:04:25
Avatar Boss1355418721NS2_Combi_AvAorMvMNS2_Combi_AvAorMvM

Spawn points fixed to be fair when playing Marine v Marine or Alien v Alien

Publish ID:
50ca0c61

Wihtout the other mod that allows MvM or AvA, don't include this to your server
Must be run on Server, MapNo26.219 MiBApr 7, 201808-04-2018 21:00:45
Avatar Brute784637460[Shine] RaveShine rewrite of the currently broken ReadyRoomRave Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=217414817) by Samus Orphan Black.

There are 3 commands:

sh_sound

plays a sound for others to hear
: [mess|better|dead|dance|dosomething] or [nancy|ayumi](pregame or readyroom only

sh_rave

starts a rave (only during pregame or in readyroom)

sh_spray

sprays a decal (only during pregame or in readyroom).

The commands sh_rave and sh_spray are restricted by default. Users need to a line in the shine userconfig in order to use them:
"IsBlacklist": false,
"Commands": [ "sh_spray", "sh_rave" ]
"Decal": [ "ui/gorge_.material" ],
(see https://github.com/Person8880/Shine/wiki/Configuring-Users#group-setup)

The "Decal" key can be either in the group or the player (player wins over group) and is only needed for sh_spray. The file must exist, only the first decal in the array will be used

All 3 commands have the chat counterpart enabled, so i.e. you can type !spray,!rave or !sound in chat and it will show you the possible options. Others will see what you have typed.

Mod id: 2ec49e14
Must be run on Server, ToolNo8.255 MiBOct 21, 201608-04-2018 09:25:32
Avatar BeigeAlert1182867235Nothing to see here folks...Move along... nothing to see here.
Seriously, this mod does nothing unless you're on a special experimental branch, this is just for convenience.\n\n\nMod id is 46811f23
No26.761 MiBOct 28, 201705-04-2018 23:35:08
Avatar Steelcap1352790074GL ImpactCauses Grenades fired from the Grenade Launcher to explode on Impact like a rocket launcher.Must be run on Server, Gameplay TweakNo815 BApr 5, 201805-04-2018 07:59:56
Avatar twiliteblue602301148Improved Hand Grenadesmod ID 23e662dc
-Hand Grenade deploy animation speed is 300% faster. Throwing animation speed is also 45% faster.
-Allow grenades to be thrown without "cooking" with secondary fire (right click).

-Grenade weight reduced from 0.1 to 0.04.-Grenade cost increased from 2 to 3.
-Pulse Grenades now detonate with a slight delay upon proximity to enemy to achieve maximum damage. Pulse proximity trigger radius reduced from 3 to 2.-Pulse Grenades damage reduced from 110 to 100. (Skulks can survive direct hits after biomass 3)
-Reduced Cluster initial explosion radius from 10 to 6, and damage from 55 to 40. (Max damage 200 vs player)
-Fragment damage radius decreased from 6 to 4, but has no damage falloff.
-Cluster Grenade fragments now deal Flame damage (increased damage vs structures and flamables).
-Tightened Cluster Grenade fragment spread, so they are more effective at destroying structures.
-Cluster fragments ricochet with less force after collision, resulting in more damage at center and reduced chance of random self damage.
Must be run on Server, Gameplay TweakNo23.91 KiBJan 17, 201602-04-2018 12:10:37
Avatar Archie1343579470HL1BLACKMESAHL1BLACKMESANo28.228 MiBMar 27, 201827-03-2018 12:11:28
Avatar MetaMind091343053834Organic Alien OverhaulOrganic Alien OverhaulPasses Default Consistency, Look and FeelNo148 BMar 26, 201826-03-2018 19:47:37
Avatar Las1251748887Phase Gate Manager - BetaThis is a beta mod! Please do not use this!Must be run on Server, Gameplay Tweak, Tool, BetaNo2.153 KiBDec 31, 201725-03-2018 11:03:09
Avatar Bracket1333025529sg_undermineMap for siegeplusplusMapNo1.082 MiBMar 16, 201821-03-2018 23:03:08
Avatar Las1335154244AFK DetectorMod ID: 4F94D644

git repository
current git commit: 24d852297030d63e214a9e113c5dac5ebf75fa33

Warning



This does not work properly with official spectator slots (if at all).

About



This mod detects AFK players and kicks them if they are AFK for too long.

How do I use this?



Just put it on your server through your mapcycle and enable the plugin in Shine.
NB: This conflics with any other AFK mechanisms.

Why not just use the shine AFK system?



The shine AFK system is buggy, does not correctly exclude spectators,
doesn't catch all signs of activity, is expensive for both server and client,
and does not properly warn players before kicking them to RR (goodbye my onos...)

This mod attempts to keep it simple, fast, and non-buggy.
This means no getting kicked when you're spectating, no getting moved to the RR when you're
actually playing, and not having the performance of your server or client affected.

How it works



There are three configuration options

Configuration options

# KickTime
After this amount of inactivity, the player will be kicked from the server.

# WarnTime
After this amount of inactivity, the player will be warned about an upcoming kick.

# PlayingKickTime
After this amount of inactivity, the player will be moved to the ready room, if they
are not spectating.

# MaxTeamPlayers
This tells the plugin how many players can be on a playing team at any time. On Wooza's
Playground this would be 42.

NB: I have no idea how this interacts with spectator slots.

When will I be kicked?

As a player in a playing team (i.e. team 1 or 2), you will always be subject AFK kicking.
However, a player in a playing team will only get kicked to the ready room.
Although if they are eligible for AFK kicking while in the ready room too, then they may
get kicked from the server completely.
This depends on your configuration options and the amount of players in each team.\n\n\nAs a player in a non-playing team, you will only ever get kicked if you are preventing someone
from joining the server and joining a playing team.
I.e., if there can max be 42 playing players, but only 40 are playing and 10 are spectating or in RR, then
2 spectators or RR players may be kicked. If there are 42 playing players, then no spectator or RR player will be kicked.
Must be run on ServerNo2.576 KiBMar 18, 201819-03-2018 18:13:27
Avatar Steelcap1323545220Build Your Own TurretsAllows server admin to alter global balance valuesMust be run on Server, ToolNo11.354 KiBMar 7, 201816-03-2018 02:01:51
Avatar tachi1319491792Do you know the way?\n\n\nWill you please show me the way?\n\n\nA friendly mod to show you the way. Will create an indicator on tunnel connections that are farthest from the hive (based on NavMesh distance).\n\n\nThe result is that you will always be able to find the right tunnel to use in a sea of useless tunnels.\n\n\nNever go to your back lines by accident again!\n\n\n(Will only really work for Siege++ atm)\n\n\nMust be run on Server, ToolNo3.56 KiBMar 3, 201814-03-2018 05:42:59
Avatar BeigeAlert796092207Infested Marines BetaTesting build for the Infested Marines mod.\n\n\nModId = 2f73672fMust be run on Server, Custom Game ModeNo9.477 MiBNov 8, 201609-03-2018 20:31:05
Avatar Frozenclaw1280405580sg_froyoMap id: 4c51704cMust be run on Server, MapNo235.987 KiBJan 24, 201808-03-2018 21:12:57
Avatar Vetinari1323533309Vetinari's Experimental Balance Mod (VEBM)https://forums.unknownworlds.com/discussion/153389/vetinaris-simple-balance-mod-vsbm-and-vetinaris-experimental-balance-mod-vebm/p1?new=1Must be run on Server, Gameplay TweakNo34.952 KiBMar 7, 201807-03-2018 20:36:52
Avatar Archie910800849[HL1]headcrab[BABBLER]REPLACES BABBLER WITH HALF-LIFE 1 HEADCRAB
I HAVE FIXED THE TEXTURES AND THE ANIMATIONS, LET ME KNOW HOW YOU LIKE THIS UPDATE, NOTE I CAN SWITCH AROUND THE RUN ANIMATION TO FIX THE GORGE ATTACH POINT PROBLEM BUT THE RUN ANIMATION IS SWEET AS FUCK!

NEXT UPDATE WILL FIX FILE SIZE AND USELESS NORMAL/MAPS
Look and Feel, Must be run on ServerNo4.915 MiBApr 22, 201707-03-2018 13:04:25
Avatar Bums1280614220sg_dockingsg_dockingNo9.156 MiBJan 25, 201801-03-2018 00:18:42