Search found 254 matches

by Amariithynar
Mon May 01, 2017 9:04 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

Re: Mining Pack released! (collab with TransGeek)

I do not plan to add more features and the like to the mining pack. Just maintenance to make it work on current version of Transcendence. That's what I'm referencing, though, since Mining level no longer is the important variable on mining weapons, but the damage is, according to what you're saying...
by Amariithynar
Sun Apr 30, 2017 5:30 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

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 ...
by Amariithynar
Sat Apr 29, 2017 11:53 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

Re: Mining Pack released! (collab with TransGeek)

Sounds like there's not just a level issue but a damage tier issue as well. Maybe a mid-to-late game blast cannon, something like the Akan but with mining charges (so low damage, WMD values) or maybe a mining charge type MAG for the MAG launcher, that basically fires off a mining charge explosion, b...
by Amariithynar
Fri Apr 28, 2017 8:34 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

Re: Mining Pack released! (collab with TransGeek)

Yeah, the asteroid scanner and smelter were balanced around being able to upgrade at mining stations, so that you could reliably keep mining and processing minerals you get in later zones; the scanner especially was useful immediately, because the radius increase for passive scanning was pretty much...
by Amariithynar
Fri Apr 28, 2017 3:12 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

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? Mining colonies will sell the upgrade ROMs for the smelter/scanner, but they're subje...
by Amariithynar
Thu Apr 27, 2017 5:24 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

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?
by Amariithynar
Thu Apr 27, 2017 5:17 pm
Forum: Mod Announcements
Topic: [Mod] Mined Asteroids Explode and more.
Replies: 2
Views: 1130

Re: [Mod] Mined Asteroids Explode and more.

So, unless I'm blind, SiniBlaster doesn't exist on Xelerus (anymore?), meaning that the ability to completely destroy all asteroids is now gone, since it was removed entirely even as an option from Mined Asteroids Explode. Any chance we could get that back in some form?
by Amariithynar
Thu Apr 27, 2017 8:49 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

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 Amariithynar
Thu Apr 27, 2017 5:56 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

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. :) It'...
by Amariithynar
Tue Apr 18, 2017 12:13 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

Re: Mining Pack released! (collab with TransGeek)

PM wrote:
Fri Sep 23, 2016 12:42 pm
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.
by Amariithynar
Thu Nov 05, 2015 4:22 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24118

Re: Mining Pack released! (collab with TransGeek)

It warms my heart that you're still truckin' on with this.
by Amariithynar
Mon May 05, 2014 2:28 pm
Forum: Announcements
Topic: 1.3 Beta 1
Replies: 84
Views: 25558

Re: 1.3 Beta 1

Hot damn, 1.3 finally got released? Welp, looks like I'm loading up this gem of a game once again.
by Amariithynar
Thu Oct 25, 2012 1:01 am
Forum: Commonwealth
Topic: [George] Ship dimensions and scale
Replies: 18
Views: 3059

Re: [George] Ship dimensions and scale

Thanks George!

Now, I look at small gunship and think Hornet, not Wolfen. Is the Wolfen meant to be a small gunship or a medium gunship, George?
by Amariithynar
Thu Oct 25, 2012 12:46 am
Forum: The Drawing Board
Topic: Sounds, sounds, oh the pretty sounds...
Replies: 15
Views: 2777

Re: Sounds, sounds, oh the pretty sounds...

Now, it states sound UNID: Is that just a repeat of the filename of the sound file, or is it an actual UNID that you have to apply for, as with other modding?
by Amariithynar
Wed Oct 24, 2012 10:02 pm
Forum: The Drawing Board
Topic: Sounds, sounds, oh the pretty sounds...
Replies: 15
Views: 2777

Re: Sounds, sounds, oh the pretty sounds...

Thank you! Exactly the sort of thing I was hoping for. So given your example, snXVirusGen is the entity that I direct it to apply to, and the .wav under sound UNID to be changed to the location of the file and its name? Or should it only ever be in resources?