Search found 122 matches
- Tue Mar 26, 2013 11:14 pm
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 41763
Re: Weapon Labs
Yeah, I've had issues with repeating modules. High damage types (positron and up) seem to not want to do repeating much. If you have over a class 5 damage module and those kind of weapons it seems to be little difference between single fire and repeating. On lower levels they'll sometimes give highe...
- Tue Mar 19, 2013 7:09 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 120203
Re: [MOD] Dynamic Systems V6
I'm glad you know what the problem is. Half the time that's the longest thing with fixing programming... figuring out what happened!
- Tue Mar 19, 2013 9:26 am
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 120203
Re: [MOD] Dynamic Systems V6
I'd say yes it would get in the way of PSD a little, but if restricted to close to a base it'd probably be OK. They're clearing a safe zone around their facility and if the ship you wanted to salvage was too close... well there are others around. Usually. Oh and one of the other 'pirate' issues that...
- Mon Mar 18, 2013 7:46 am
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 120203
Re: [MOD] Dynamic Systems V6
I'm not sure if it's a conflict between this and uncharted systems but I'm still getting some unwarranted 'pirate' and criminal claims on the latest update. One recurring one is getting a military mission to take a sung vessel, then getting either commonwealth or Korolev sending a fleet after me whe...
- Thu Jan 31, 2013 10:49 pm
- Forum: Ideas & Suggestions
- Topic: Trading Profit
- Replies: 15
- Views: 9594
Re: Trading Profit
I'm not particularly enamored with the existing economy system either. I actually tend to use the other extreme, the 'no sell limit' mod, but that is really too much the other way. The whole 'NPC competitors' sounds interesting. I'd suggest limiting it to a few. Most ships plying back and forth woul...
- Tue Jun 19, 2012 8:23 am
- Forum: Beta Bug Reports
- Topic: 1.08a Solid Smoke
- Replies: 15
- Views: 10116
Re: 1.08a Solid Smoke
I guess that is the difference between 'smoke' and 'debris' in this case. I was treating it as a kind of diffraction effect, with limited effect on other weapons (not treating that as pure physics, more game simplification, more advanced weapons of this type limiting the effect). True solid hunks of...
- Sat Jun 09, 2012 7:03 pm
- Forum: The Drawing Board
- Topic: Shrike's Ultimate Overhaul (DEV)
- Replies: 129
- Views: 51763
Re: Shrike's Ultimate Overhaul (DEV)
"SOMETHING!" OK, I said it. Do I win something? Nice that you're fixing all this. I always thought the whole Charon business was convoluted and weird. Took me a while to know what the the whole 'You killed the Kronosaurus!' thing was all about. First game I played I killed it and didn't notice. Thou...
- Fri Jun 08, 2012 8:38 am
- Forum: Beta Bug Reports
- Topic: 1.08a Solid Smoke
- Replies: 15
- Views: 10116
Re: 1.08a Solid Smoke
At a rough guess I'd say energy weapons in general (lasers, particle beams, ion beams etc) are blocked by smoke, but higher dam types affected less than lower. lasers 100% stopped, particles 80% etc? Physical damage (kinetic, blast, thermo etc) would have more inertia/mass involved and wouldn't read...
- Sat Jun 02, 2012 10:34 pm
- Forum: Shipyards
- Topic: Mod Problem
- Replies: 2
- Views: 1749
Re: Mod Problem
Oh, can I say a great big *DOOOOH!*
Thanks Shrike. That did it. Been a busy day, that's my only excuse
Thanks Shrike. That did it. Been a busy day, that's my only excuse
- Sat Jun 02, 2012 9:33 pm
- Forum: Shipyards
- Topic: Mod Problem
- Replies: 2
- Views: 1749
Mod Problem
OK, I've looked this thing upside and down. I'm pretty sure it's simple, a bracket missing or something. I'm using JEdit with the highlights for Transendence and still can't see where the problem is. It's saying the error is on line 227, ie the end of the file, so it's either < > or ( ) missing some...
- Sat Jun 02, 2012 5:09 pm
- Forum: Ideas & Suggestions
- Topic: Making armor understandable (and/or non-descriminatory)
- Replies: 6
- Views: 4351
Re: Making armor understandable (and/or non-descriminatory)
Interesting! I didn't know damageAdj did that. I may redo my shield systems using that. I put them at low levels because I wanted them to be vulnerable to lasers/kinetic when switched to that. With this I can override it. Thanks
- Sat Jun 02, 2012 5:03 pm
- Forum: Mod Announcements
- Topic: Galactic Omni Device (G.O.D)
- Replies: 40
- Views: 35914
Re: Galactic Omni Device (G.O.D)
Hmm, It's been a while since I was in the Heretic system, but I thought the ringer station there could install/uninstall devices? Can't you just salvage Iocrym weapons and use those? I think when I beat the Iocrym I'd salvaged the Ares archcannon from a Phobos. Little slow firing but powerful
- Sat Jun 02, 2012 4:01 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 120203
Re: [MOD] Dynamic Systems V5
I like it. Nicely organized. One thing that I always hated was that if a friendly station, in the middle of a furball, gets real low on hitpoints, one stray shot from you can get you blackballed and hauled off to prison at the next Commonwealth station you land at. Is it possible to change it so whe...
- Sat Jun 02, 2012 2:00 am
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 120203
Re: [MOD] Dynamic Systems V5
I wonder if you could work a kind of proximity system to individual 'friend-ness'? IE, mostly just the ship you attack (in a one off event) would get ticked at you, but if it's buddies were close enough (or that particular Sovereign had a high 'group friend' factor) they'd also attack. Might make a ...
- Fri Jun 01, 2012 11:40 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 120203
Re: [MOD] Dynamic Systems V5
If that does happen we'd need careful calculation as to how things change. You don't want a stray shot to get the commonwealth your enemy! The one time I tried dynamic sovereigns (actually with Dynamic Systems aswell) it didn't go so well. How would missions work if you don't have a sovereign as an ...