Search found 2298 matches

by PM
Sat Apr 21, 2018 8:00 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 277
Views: 86804

Re: PM's mods

Reuploaded the following: Drake Technologies Alpha: More bugfixes. Free Targeting Program: Free targeting also given to new ships player changes into. NOTE: Folder has been renamed! Infinite Fuel: Added compatibility to Vault of the Galaxy. Also fully automated. Ragepocalypse: Fixed a minor bug.
by PM
Fri Apr 20, 2018 8:02 pm
Forum: Ideas & Suggestions
Topic: discussion lose backwards compatibility after 1.8 stable release
Replies: 2
Views: 53

Re: discussion lose backwards compatibility after 1.8 stable release

I would not mind losing backwards compatibility, especially for old unused 20-facings ships and numerous other sprites. It would be nice if all ships used procedurally-generated HUG images (with bump maps to give them texture, such as a brick pattern for armor and hexagons for shields). It is weird ...
by PM
Tue Apr 17, 2018 8:02 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 277
Views: 86804

Re: PM's mods

Removed Barrier Item Set and Wizard Auton mods from Xelerus.

Reuploaded the following:
Drake Technologies Alpha: Imported Wizard Auton as a new Tinkers recipe. Also various minor bug fixes and tweaks.
Items Graveyard Pack 912: Moved Barrier Item Set here.
by PM
Thu Apr 12, 2018 6:34 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 277
Views: 86804

Re: PM's mods

Removed Tigershark Weapons from Xelerus, and moved some of the weapons from there to the Items Graveyard Pack, which has been reuploaded.
by PM
Wed Apr 11, 2018 4:43 pm
Forum: Commonwealth
Topic: [Discussion] Enhanced lower-level items VS higher-level items
Replies: 2
Views: 141

Re: [Discussion] Enhanced lower-level items VS higher-level items

The biggest problem with enhancements is loot. Unless it was changed, damaging an enhanced weapon (usually) strips the enhancement only without damaging the weapon, leaving an undamaged weapon (or other item) behind either to use or sell for big cash. Currently, ships using enhanced items are not ve...
by PM
Mon Apr 09, 2018 10:43 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 277
Views: 86804

Re: PM's mods

Removed the following mods from Xelerus: Gopher Cargo Hold , Solar Reactors , and Wave Cutter . They were all added to the Items Graveyard Pack 912. Reuploaded the following: Drake Technologies Alpha: Minor bug fixes to a couple weapons in the Drakian Legacy extension, no restart needed. Items Grave...
by PM
Fri Apr 06, 2018 2:23 am
Forum: Commonwealth
Topic: Need list of all the ranks you can get in the black market
Replies: 5
Views: 168

Re: Need list of all the ranks you can get in the black market

Six ranks. Going by memory...
1. ???
2. Smuggler
3. Enforcer
4. Sindikat member
5. Sindikat lieutenant
6. Sindikat lord
by PM
Thu Apr 05, 2018 10:06 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 277
Views: 86804

Re: PM's mods

Removed the following mods from Xelerus: Ore Scanning Program and Ore Scooper and Auton Overwrite . One of my earliest mods, the ore scanner, has become a double-edged sword. Aside from making it a bit harder to find the all-important targeting program, detecting an ore deposit would cause unwanted ...
by PM
Thu Apr 05, 2018 3:11 pm
Forum: The Drawing Board
Topic: Derakon plays around with ideas
Replies: 20
Views: 637

Re: Derakon plays around with ideas

digdug and/or Atarlost made a projectile chain lightning gun in one of the (old) Weapons Extended mods years ago. Perhaps look it up at Xelerus for clues? I made a hitscan chain lightning gun in my Drake Technologies mod, but it is quite the mess. I mean to update it one day (with less code), if I c...
by PM
Mon Apr 02, 2018 2:15 am
Forum: Announcements
Topic: 1.8 Beta 1 is ready!
Replies: 58
Views: 9037

Re: 1.8 Beta 1 is ready!

Merely cosmetic; playership is still invulnerable despite undersized sprites. Hopefully, George will add procedural effects that vary by ship size.
by PM
Wed Mar 28, 2018 7:31 pm
Forum: Ideas & Suggestions
Topic: Question about Constellation capacity.
Replies: 0
Views: 116

Question about Constellation capacity.

Constellation had 100 tons of base capacity and max of 200 tons after expansion, but that was made moot by its auton bay that could not be removed before 1.8. Between CC release and arrival of 1.8, the Constellation capacities were normalized to 150 tons. Now that holds can be swapped (but not remov...
by PM
Fri Mar 23, 2018 2:35 am
Forum: Ideas & Suggestions
Topic: visible charges
Replies: 6
Views: 238

Re: visible charges

PS: if anyone has any ideas on how to make the Jotun easier to use, please post them. If my item has more than a few settings (and/or features a secret setting), I would consider a dockscreen where player can either type in the number or use arrow keys to access the desired variant quickly, plus vi...
by PM
Thu Mar 22, 2018 4:35 pm
Forum: Ideas & Suggestions
Topic: visible charges
Replies: 6
Views: 238

Re: visible charges

objSetData (or typSetData for that matter) is inadequate once linked-fire weapons start using several otherwise identical weapons at the same time. Your one ship object fires four such weapons, they overwrite each other (because there is only one place to store the data). This is something people ne...
by PM
Thu Mar 22, 2018 3:23 pm
Forum: Ideas & Suggestions
Topic: visible charges
Replies: 6
Views: 238

Re: visible charges

I do not want charges visible for all items by default. Weapons can have variants based on charges, which I have taken advantage of for some of my more exotic mod weapons. Also, I have used charges as an easy data storage variable on the item itself (e.g., place to store result of (unvGetTick), numb...
by PM
Thu Mar 22, 2018 1:33 pm
Forum: Mod Announcements
Topic: The Final Strike
Replies: 25
Views: 1164

Re: The Final Strike

While the player does not get the exact same health bars as enemy ships, you could use something like the neuroplague overlays for hull.