Search found 114 matches
- Sun Nov 04, 2018 10:43 am
- Forum: Ideas & Suggestions
- Topic: Looking for comment/suggestions: Tinker redevelopment WIP
- Replies: 12
- Views: 14183
Re: Looking for comment/suggestions: Tinker redevelopment WIP
Personally, I'd like to see the Tinkers retain a variety of 'interesting' adaptations of various weapons and equipment. BUT move them more in the direction of enhancing existing items rather than creating the items themselves. So they'd have a small lineup of more useful/fun 'stock' equipment that c...
- Thu Nov 01, 2018 10:39 am
- Forum: Mod Announcements
- Topic: PM's mods
- Replies: 408
- Views: 2003783
Re: PM's mods
Drake is probably my favourite 'complete' mod pack so far. There is just so much variety to investigate, and despite playing with it for a several versions I still don't feel like I've done more than scratch the surface of what is present. Maximum compliments deserved. My only real disappointment wi...
- Wed Feb 01, 2017 2:19 pm
- Forum: Commonwealth
- Topic: Forum theme
- Replies: 50
- Views: 43799
Re: Forum theme
Anything with a dark background and light text. Please.
Whitespace pages are like staring into a lightbulb.
http://indepthdesign.blogspot.co.uk/201 ... x-32x.html
??
Whitespace pages are like staring into a lightbulb.
http://indepthdesign.blogspot.co.uk/201 ... x-32x.html
??
- Wed Feb 01, 2017 2:11 pm
- Forum: The Drawing Board
- Topic: Usable Usables
- Replies: 3
- Views: 6313
Re: Usable Usables
Can confirm this.
Happens with both efficiency and power shield upgrade cubes used via a slotless CPU.
- Wed Feb 01, 2017 1:16 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 122094
Re: [MOD] Dynamic Systems V6.d
Just an aside. Never noticed this before, but the Corporate Railgun is hilarious. It can only ever be salvaged out of the wrecks of Corp. Cruisers, but it's..... Probably an oversight tbh, but damn is it "interesting". Interesting because it has an effective range that makes howitzers look like babb...
- Wed Feb 01, 2017 12:59 pm
- Forum: Ideas & Suggestions
- Topic: Targeting system changes
- Replies: 25
- Views: 14502
Re: Targeting system changes
Something else that could use some attention is the "behind the scenes" of targeting itself. In particular a problem which arises when a ship has both swivel and omni weapons installed. Swivel appears to take precedence over omni in a frustrating way. Eg: If a ship has a swivel mount weapon as it's ...
- Mon Jan 30, 2017 12:51 pm
- Forum: Ideas & Suggestions
- Topic: Targeting system changes
- Replies: 25
- Views: 14502
Re: Targeting system changes
Linked-fire weapons with fire-arcs automatically fire at enemy targets that are out of range of the primary weapon. Some improvements for that would be one, include angry objects regardless of blip color for automatic targeting (currently, only enemy reds are targeted) Not true in my experience - a...
- Fri Nov 18, 2016 10:23 am
- Forum: Commonwealth
- Topic: Endless Sky
- Replies: 22
- Views: 20286
Re: Endless Sky
fighting: most of the foes that the player encounters are designed to be fought by a fleet, not a single ship. Fleet management is very important as a game mechanic and several buttons are dedicated/tweaked for that (hold fleet, attack target, group/scatter have 1 button each). This is the one thin...
- Sat Oct 22, 2016 11:49 am
- Forum: The Drawing Board
- Topic: Reprogrammed Launchers: experiment in typGetXML + typCreate
- Replies: 25
- Views: 20900
Re: Reprogrammed Launchers: experiment in typGetXML + typCre
I've played more than a dozen games with this now, and I'm fairly confident in saying that even "as is" this is one of my favourite mods. The feed-to-advance mechanic feels completely unobtrusive, and acts as a pretty good ratchet for progression. It also acts as a moderate incentive to actually use...
- Mon Jun 20, 2016 5:53 pm
- Forum: Mod Announcements
- Topic: PM's mods
- Replies: 408
- Views: 2003783
Re: PM's mods
I removed Solaris from DrakeTech because it was basically a blatant wishlist item That they were. I think the biggest 'problem' with them was that they had too much of everything. Thier main gimmick was allowing you to pretty much ignore fuel forever, but they also had decent resistances across the...
- Sun Jun 19, 2016 5:22 pm
- Forum: Mod Announcements
- Topic: PM's mods
- Replies: 408
- Views: 2003783
Re: PM's mods
Oh my.... There is some simply wonderful things in the new revision of Drake.
And also a tiny bit of disappointment that the "solaris" gear is no longer a thing. Oh well, I suppose it was a little on the OP side.
Also,
And also a tiny bit of disappointment that the "solaris" gear is no longer a thing. Oh well, I suppose it was a little on the OP side.
Also,
Got a chuckle.Parti Cannon
- Wed Jun 08, 2016 7:54 pm
- Forum: Ideas & Suggestions
- Topic: Requesting MORE Solar Armor
- Replies: 14
- Views: 8686
Re: Requesting MORE Solar Armor
re: solar armour coating
Solar effect scales with the level of the armour it is applied to.
And leaves such treated armour vulnerable to EMP/Ion effects.
Possible?
Solar effect scales with the level of the armour it is applied to.
And leaves such treated armour vulnerable to EMP/Ion effects.
Possible?
- Sun Jun 05, 2016 7:59 pm
- Forum: Mod Announcements
- Topic: Mining Pack released! (collab with TransGeek)
- Replies: 72
- Views: 183459
Re: Mining Pack released! (collab with TransGeek)
Strange. I never had any problem finding ore in Eridani in 1.5 or 1.6. But in 1.7 even with the 'sane tables' mod there is just nothing to mine in the early systems. It was really fun scratching around the first couple of systems for enough of the right kind of ore to make your own armour and fuel. ...
- Sun Jun 05, 2016 7:53 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 122094
Re: [MOD] Dynamic Systems V6.d
From the looks of it, you can only get the status of individual autons.
The squadron commands are present on the comm menu, but I don't know if they work or not as I haven't yet been able to arrange a situation to test it.
The squadron commands are present on the comm menu, but I don't know if they work or not as I haven't yet been able to arrange a situation to test it.
- Sun Jun 05, 2016 10:35 am
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 122094
Re: [MOD] Dynamic Systems V6.d
Over time Commonwealth civilians have a chance to get autons guarding them This makes the game look/feel much more alive. However.... After a couple of minutes the number of autons that can accumulate is very, noticable. http://i12.photobucket.com/albums/a224/Tifi78/unlimitedautons_zpskqpctoms.png ...