Search found 112 matches

by pip
Wed Feb 01, 2017 2:19 pm
Forum: Commonwealth
Topic: Forum theme
Replies: 50
Views: 5274

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: 1397

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: 35780

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: 2833

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: 2833

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: 6656

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: 4973

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: 286
Views: 92847

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: 286
Views: 92847

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: 2171

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: 24112

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: 35780

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: 35780

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 ...
by pip
Sun Jun 05, 2016 10:09 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 24112

Re: Mining Pack released! (collab with TransGeek)

Since 1.7 there seems to be no ore bearing asteroids anywhere. Zero.
Or at least the scanner doesn't pick them up anymore.
I wonder if something got changed in vanilla?

Shame this mod is probably dead. :(
by pip
Sat Jun 04, 2016 11:35 am
Forum: Ideas & Suggestions
Topic: Requesting MORE Solar Armor
Replies: 14
Views: 2171

Re: Requesting MORE Solar Armor

There was a mod way back when, which had something interesting for solar armour. It had an treatment barrel that added the 'solar' property to whichever armour you applied it to. I just can't for the life of me remember which mod it was. (Iirc it also had barrels for plasma, positron, and explosive ...