Search found 2171 matches

by PM
Sun Apr 30, 2017 2:41 pm
Forum: Beginner's Luck
Topic: New Player with Questions
Replies: 38
Views: 414

Re: New Player with Questions

Spamming missiles (worth five or more credits each) and finishing fights fast works. If you have a shield up, turn them off before the finishing blow helps too. Taking armor damage helps, but that may be too risky and you may not want to spend money on repairs. Using ammo may be costly (or not if yo...
by PM
Sun Apr 30, 2017 2:28 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 70
Views: 17358

Re: Mining Pack released! (collab with TransGeek)

The best weapon for mining is a slow-firing, single shot high-damage weapon, because it can overcome damage thresholds the best. I already rebalanced the weapons. I even changed the wall from five beams to four so that it would not be overpowered for its level. Also, I do not want to add or change t...
by PM
Sat Apr 29, 2017 1:07 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 70
Views: 17358

Re: Mining Pack released! (collab with TransGeek)

Asteroids, and missiles for that matter, do not have traditional resistances and do not care about damage types. All that matters is raw damage. You can have a high level laser that has extremely high damage numbers that do not scratch level-appropriate enemies due to armor resistances, but it can m...
by PM
Fri Apr 28, 2017 10:35 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 70
Views: 17358

Re: Mining Pack released! (collab with TransGeek)

George changed mining greatly in 1.5. Ore yields are now tied to level progression. Early game systems usually have less than what you used to get, and endgame systems are swimming in high value ores, but... there is a lack of endgame mining weapons that can efficiently mine the asteroids. Mining la...
by PM
Fri Apr 28, 2017 12:26 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 70
Views: 17358

Re: Mining Pack released! (collab with TransGeek)

It was easier for me to rewrite parts of the mod rather than try to fix some of the old code. I meant random number generator when I wrote RNG. For a time, shops that had a given criteria simply sold one of everything, and I exploited that. Today, that is no longer the case, but I have not updated t...
by PM
Thu Apr 27, 2017 11:27 pm
Forum: Mod Announcements
Topic: [Mod] Mined Asteroids Explode and more.
Replies: 2
Views: 566

Re: [Mod] Mined Asteroids Explode and more.

I removed it. I did not want to maintain it anymore at the time, since I thought it was redundant. I doubt I will to bring back the Sinistar related stuff unless I want to attempt a game remake. That said, I still have the mod, and I can update it to 1.7 someday, at least the unlimited asteroid dest...
by PM
Thu Apr 27, 2017 11:12 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 70
Views: 17358

Re: Mining Pack released! (collab with TransGeek)

I know. There was no RNG when I uploaded the update. I will see what I can do to bypass the RNG when I can.
by PM
Thu Apr 27, 2017 10:52 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 70
Views: 17358

Re: Mining Pack released! (collab with TransGeek)

Have you tinkered with the JAMCorp scanner/all-in-one smelter thing, so they no longer get upgrade options from the mining colonies like they're supposed to, PM? The options aren't there when I have them equipped? At the time I updated the mod, everything that had "MiningEquipment" attribute was so...
by PM
Fri Apr 21, 2017 12:08 pm
Forum: Mod Announcements
Topic: Shrike's Mines and Missiles ++ (1.1)
Replies: 32
Views: 5359

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

I updated my Trading Post Menu mod at Xelerus yesterday, and it no longer overwrites the Corporate Trading Post.
by PM
Thu Apr 20, 2017 6:12 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 265
Views: 80742

Re: PM's mods

Updated the following mods to 1.7: All Items Known, Bag of Holding, Godmode, Items Graveyard Pack 912 v8, List Ammo Compatibility, Mined Asteroids Explode, Permadeath, Start with Free Targeting Program, Tachyon Beamer Demo, Trading Post Menu, Triggerhappy, and Waypoints. Most of the updates are mere...
by PM
Wed Apr 19, 2017 12:41 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 70
Views: 17358

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.
by PM
Sun Apr 16, 2017 10:06 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 265
Views: 80742

Re: PM's mods

Drake Technologies Alpha has been updated for 1.7 and uploaded to Xelerus. Noteworthy features: * Extensions for parts 1 and 2. * Custom sounds for most weapons. * Hitscan beams for nearly all energy weapons. * Many more ZapSats available. Some, like the Ring of Conflict, are obvious ports from Net...
by PM
Sat Apr 15, 2017 10:14 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 265
Views: 80742

Re: PM's mods

I am doing some final playtesting for the 1.7 update of Drake Technologies Alpha, and it will probably be uploaded tomorrow. It will feature extensions for both parts 1 and 2 (though there is not very much for part 2), and it will feature new sounds for weapons. There will be plenty of new and chang...
by PM
Fri Mar 31, 2017 11:20 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 732

Re: Armor balance discussion

Light Sung Armor absolutely needs to be tougher in order to be balanced, and 5 more HP isn't sufficient. Would an additional 5 HP make you consider using it over armors of equivalent level? What lore there is on the subject suggests that they are used for jumping small civilian ships and taking the...
by PM
Fri Mar 31, 2017 9:21 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 732

Re: Armor balance discussion

All I can say to that is Wind Slaver losing three armor segments made it significantly easier to kill, despite armor stats being unchanged (except the resistance swap from particle to blast), at least from low-powered, low-level weapons. Wind Slavers with four armor segments were very dangerous to u...