Search found 114 matches

by pip
Sun Nov 04, 2018 10:43 am
Forum: Ideas & Suggestions
Topic: Looking for comment/suggestions: Tinker redevelopment WIP
Replies: 12
Views: 13716

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...
by pip
Thu Nov 01, 2018 10:39 am
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 1983746

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...
by pip
Wed Feb 01, 2017 2:19 pm
Forum: Commonwealth
Topic: Forum theme
Replies: 50
Views: 42201

Re: Forum theme

Anything with a dark background and light text. Please.
Whitespace pages are like staring into a lightbulb. :P

http://indepthdesign.blogspot.co.uk/201 ... x-32x.html
??
by pip
Wed Feb 01, 2017 2:11 pm
Forum: The Drawing Board
Topic: Usable Usables
Replies: 3
Views: 5976

Re: Usable Usables

relanat wrote:
Sat Jul 02, 2016 1:38 am
I used a ShieldEfficiiency cube on it (via a slotless CPU) and I got the message "Your shield is more efficient". But the shield wasn't more efficient and retained the particle reflection.
Can confirm this.
Happens with both efficiency and power shield upgrade cubes used via a slotless CPU.
by pip
Wed Feb 01, 2017 1:16 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 119793

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...
by pip
Wed Feb 01, 2017 12:59 pm
Forum: Ideas & Suggestions
Topic: Targeting system changes
Replies: 25
Views: 13922

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 ...
by pip
Mon Jan 30, 2017 12:51 pm
Forum: Ideas & Suggestions
Topic: Targeting system changes
Replies: 25
Views: 13922

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...
by pip
Fri Nov 18, 2016 10:23 am
Forum: Commonwealth
Topic: Endless Sky
Replies: 22
Views: 19868

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...
by pip
Sat Oct 22, 2016 11:49 am
Forum: The Drawing Board
Topic: Reprogrammed Launchers: experiment in typGetXML + typCreate
Replies: 25
Views: 20258

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...
by pip
Mon Jun 20, 2016 5:53 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 1983746

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...
by pip
Sun Jun 19, 2016 5:22 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 1983746

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,
Parti Cannon
Got a chuckle.
by pip
Wed Jun 08, 2016 7:54 pm
Forum: Ideas & Suggestions
Topic: Requesting MORE Solar Armor
Replies: 14
Views: 8514

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?
by pip
Sun Jun 05, 2016 7:59 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 180764

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. ...
by pip
Sun Jun 05, 2016 7:53 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 119793

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.
by pip
Sun Jun 05, 2016 10:35 am
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 119793

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 ...