Search found 2502 matches

by Shrike
Thu Apr 27, 2017 9:50 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 69
Views: 17338

Re: Mining Pack released! (collab with TransGeek)

All I did to the ICX miners is change some numbers to rebalance it. Normal ICX does not have a friendly fire check, and modder needs to add that feature in. DrakeTech does not overwrite anything, and there should be no conflict. Is there any way the ICX can be made to only fire at actual asteroids ...
by Shrike
Mon Apr 24, 2017 2:44 am
Forum: Mod Announcements
Topic: Shrike's Mines and Missiles ++ (1.1)
Replies: 32
Views: 5356

Re: Shrike's Mines and Missiles ++ (1.1)

PM wrote:
Fri Apr 21, 2017 12:08 pm
I updated my Trading Post Menu mod at Xelerus yesterday, and it no longer overwrites the Corporate Trading Post.
Thanks, PM. :)
by Shrike
Sun Apr 23, 2017 4:42 am
Forum: Commonwealth
Topic: High Score Board?
Replies: 4
Views: 55

Re: High Score Board?

There are a variety of scoreboards (with varying degrees of validity). Games with unregistered mods (if you have any installed) will move you off some of them (I got the #1 high score ages ago while testing the OST and thus lost out on the 'official official' placement).
by Shrike
Fri Apr 21, 2017 5:28 am
Forum: Mod Announcements
Topic: Shrike's Mines and Missiles ++ (1.1)
Replies: 32
Views: 5356

Re: Shrike's Mines and Missiles ++ (1.1)

I've found a conflict between this mod and PM's Trading Post Menu . With both extensions running, the trading post menu won't work. I believe it's because both mods make changes to the stCorporateTradingPost. Is there any chance of getting the two extensions to play nicely together? I'd really rath...
by Shrike
Fri Apr 21, 2017 12:01 am
Forum: Beginner's Luck
Topic: New Player with Questions
Replies: 35
Views: 395

Re: New Player with Questions

Please, go ahead and spoiler away. This game seem full of unintuitive elements. 50 credits is obscenely low for a rare item. In any case I have sold it off to a Teraton Nest for 100 rin. After some experimentation with the Terton Fabricator Chamber, I converted a longarm device into a Transpace Jum...
by Shrike
Thu Apr 20, 2017 11:25 pm
Forum: Ideas & Suggestions
Topic: requesting adjustment to positron
Replies: 8
Views: 111

Re: requesting adjustment to positron

 That’s actually ion, not positron, and is the only weapon that uses that particular effect. While I do agree with your opinion on the Avalanche/Fracture and kinetic effects, I have no real stance on this one. Apparently Shrike isn’t fond of the new effect, though, since they overwrote it in SM&M++...
by Shrike
Wed Apr 19, 2017 5:37 am
Forum: Commonwealth
Topic: Aurelius Online: Multiplayer battle arena
Replies: 16
Views: 521

Re: Aurelius Online: Multiplayer battle arena

How are you handling ship destruction? Just a big boom and removing the model from the game?


I'll definitely be interested in testing this out, once you've got it in a state to show off.
by Shrike
Tue Apr 18, 2017 10:53 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 69
Views: 17338

Re: Mining Pack released! (collab with TransGeek)

Uploaded a modified version of Mining Pack v1.04 that should work in 1.7 alpha to Xelerus. Oh my god, I never thought I'd see this still usable today, how many years has it been?! Thanks, PM, for updating it. Bit off topic, but I could say the same about you. :P Nice to see you around again. :)
by Shrike
Sun Apr 16, 2017 12:45 am
Forum: Commonwealth
Topic: Effects..help me out here..
Replies: 6
Views: 133

Re: Effects..help me out here..

All the old effects are still supported by the engine (except for some very old pre-1.0 things that don't work properly any more). If you go to one of the old source downloads for 1.1, 1.2 or 1.3 you should be able to just copy the effect code, paste it into a copy of the new-version weapons (to get...
by Shrike
Wed Apr 12, 2017 6:12 am
Forum: Commonwealth
Topic: A Bunch of Lore Questions
Replies: 13
Views: 217

Re: A Bunch of Lore Questions

The efficiency in plants lies with the fact that they use sunlight to convert CO2. There is no other process on earth that is that efficient in converting CO2 with so little energy input. They use the carbon and other elements to grow themselves and release the oxygen they do not need. It is for th...
by Shrike
Sun Apr 09, 2017 7:43 am
Forum: Commonwealth
Topic: A Bunch of Lore Questions
Replies: 13
Views: 217

Re: A Bunch of Lore Questions

Thanks guys. That cleared it up. Then why do us, the curren humans, not build specialized Solar Plants to break down CO2? Because we don't have that much spare energy, and the problem becomes what to do with the CO2 you've scrubbed out of the atmosphere. With space stations you can handwave it a bi...
by Shrike
Thu Mar 30, 2017 4:21 am
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 732

Re: Armor balance discussion

Just to echo the armor mass thing: This is a critical area for rebalancing. Mass really doesn't matter right now.
by Shrike
Wed Mar 29, 2017 9:16 pm
Forum: Ideas & Suggestions
Topic: Damage Adjustment Curves
Replies: 6
Views: 108

Re: Damage Adjustment Curves

@Watson: You can mod the damage curve, but only for an adventure that already has a custom one specified (IE: Not any of the stock ones). In terms of the bimodal resistance....it seems perfectly reasonable to me. It aids in quite a few things, including: -Making the CW Fleet a *little* more practica...
by Shrike
Wed Mar 29, 2017 3:13 am
Forum: The Drawing Board
Topic: Shrike's Mines & Missiles ++
Replies: 389
Views: 32127

Re: Shrike's Mines & Missiles ++

Having set aside carbide and gusoku for now (since armor rebalance has started anyway)... I'm working on the Drekkar again. I did a test to swap it over to Theseus lasers, and it works. A bit too well, in fact. I'll be steadily nerfing it now. It has fewer guns (8 of a single type, rather than 13 of...
by Shrike
Tue Mar 28, 2017 7:11 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 732

Re: Armor balance discussion

Another thing to note: That algorithm only covers relative balance based on what armor is supposed to be now. So the absolute strength isn't actually considered. How do people feel about the non-relative strength of armor? Does armor in general need to be moved up or down in strength?