hmm sounds interesting, ill check on it. cant waitBobby wrote:if you like that you'll love this.
i have a auto-recharge superconducting shield too, i'll put it on xelerus, but first i need some time to make it not depend on an event in the ship.
EDIT: done, it's under shield, link in first post.
Search found 13 matches
- Sun Jun 01, 2008 6:47 pm
- Forum: Mod Announcements
- Topic: new ship, gun, tow rope, ship screen
- Replies: 8
- Views: 5472
- Sun Jun 01, 2008 2:42 am
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 393543
I do like having the posts as records.. they show the date you first tried to figure out what a UNID for your mods should be. :P If someone reposts the list and takes charge of updates- can we splice this thread onto the new post? Or is it possible to change the author so that someone could edit Fe...
- Sun Jun 01, 2008 2:41 am
- Forum: Shipyards
- Topic: Wolfen III w/ 40 Faces but...
- Replies: 8
- Views: 3993
Bobby perhaps it could be enhanced based on system level. that way it wouldn't be a god weapon early on, but would still be useful later. Periculi I would love to see some kind of nanofactory which ate certain items to produce ammo.. that would be cool and impose a bit of a limit depending on the d...
- Sat May 31, 2008 2:10 pm
- Forum: Shipyards
- Topic: Wolfen III w/ 40 Faces but...
- Replies: 8
- Views: 3993
- Sat May 31, 2008 1:20 am
- Forum: Shipyards
- Topic: Wolfen III w/ 40 Faces but...
- Replies: 8
- Views: 3993
Um... couldn't you use the the wolfen playership graphics? or do you have different graphics in mind? yes, i wouldt but i made my own version of it. meaning its not the wolfen graphics. i dont plan something cheesy of a mod using the game graphics. any suggestions? if not ill throw this one out... ...
- Thu May 29, 2008 10:46 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 393543
- Mon May 26, 2008 7:15 pm
- Forum: Shipyards
- Topic: Wolfen III w/ 40 Faces but...
- Replies: 8
- Views: 3993
Wolfen III w/ 40 Faces but...
Well, i made an expansion to the Wolfen and Wolfen II made by PlayMeNow, presenting to you the Wolfen III. The mod will come out shortly in an approx. hour or two. The only problem is for the mask. I Merged down all the layers with a black background, so i cant jut Hue/Saturate the layers separately...
- Mon May 26, 2008 6:24 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 393543
- Mon May 26, 2008 6:22 pm
- Forum: Shipyards
- Topic: Invoke question
- Replies: 5
- Views: 2509
actually this is possible. Just look at the Auton or Navigation Beacon Scripts. You can justify the item &it first, then define the station &st with following events. Here. <TranscendenceModule> <ItemType UNID="&itNavBeacon;" name= "Nav Beacon" level= "3" value= "300" mass= "300" frequency= "common"...
- Mon May 26, 2008 6:14 pm
- Forum: Beginner's Luck
- Topic: Possible exploit: Hyper weapons
- Replies: 9
- Views: 7451
heres a pretty good exploit weapon. A Missile launcher mod.
Depending on the Level, the pods split and home on a target.
If you want mass destruction id say go for the CMN Missile.
http://xelerus.de/index.php?s=mods&c=We ... r=Drazalon
Depending on the Level, the pods split and home on a target.
If you want mass destruction id say go for the CMN Missile.
http://xelerus.de/index.php?s=mods&c=We ... r=Drazalon
- Mon May 26, 2008 6:11 pm
- Forum: Commonwealth
- Topic: On Luck -> Bad
- Replies: 10
- Views: 6001
- Mon May 26, 2008 5:57 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 393543
Looks like we might need to pass the torch on this UNID registry database updating to someone else! Felekar may be currently unavailable to stay on top of the latest entries. Would it be advisable to set up a similar page on Xelerus that can be updated by more than 1 person? that can be a bit hecti...
- Mon May 26, 2008 4:33 pm
- Forum: Closed bug reports
- Topic: error in error reporting
- Replies: 10
- Views: 4918
Well, thanks for the help guys.
if it weren't for you, i would never find that typo. job well done,
the mod can now be found at Xelerus Mods Page in section weapons..
Make sure to test it out and report and bugs and fixes.
http://xelerus.de/index.php?s=mod&id=132
if it weren't for you, i would never find that typo. job well done,
the mod can now be found at Xelerus Mods Page in section weapons..
Make sure to test it out and report and bugs and fixes.
http://xelerus.de/index.php?s=mod&id=132