Search found 175 matches
- Sun Mar 18, 2018 6:09 pm
- Forum: The Drawing Board
- Topic: Derakon plays around with ideas
- Replies: 20
- Views: 23353
Re: Derakon plays around with ideas
I'm trying to make a weapon that fires projectiles in a spray depending on the current time, kind of like a sprinkler system. This is what I have right now: <Events> <OnFireWeapon> (if (eq (itmGetData gItem 'fire) 0) (block ( (angle (+ aFireAngle (% 10 (unvGetTick)))) ) (objSetData gItem "turnDirect...
- Sat Mar 17, 2018 11:54 pm
- Forum: The Drawing Board
- Topic: Derakon plays around with ideas
- Replies: 20
- Views: 23353
Derakon plays around with ideas
I figure this will be better than spamming the screenshots thread. I'm playing around with implementing one-off ideas I've had. First is the gatling howitzer: https://steamuserimages-a.akamaihd.net/ugc/924800625818312737/97D71AEFA9D7AB3AC55CC356A7063BC9D2D48D18/ Next is a set of fireworks, coming in...
- Sat Mar 17, 2018 1:31 am
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 705172
Re: Transcendence Picture thread
I had an idea too good to not implement. Allow me to present: the gatling howitzer.
(Mod available here if you want to play around with it; it is remarkably hard to aim)
(Mod available here if you want to play around with it; it is remarkably hard to aim)
- Fri Mar 16, 2018 7:58 pm
- Forum: Ideas & Suggestions
- Topic: Batteries
- Replies: 7
- Views: 5352
Re: Batteries
Shocking..... Batteries has already been in the game for some time now - since 2010 Of course, you would have to download the extension. http://xelerus.de/index.php?s=mod&id=807 I knew the idea was too obvious to not have been done before. Though that sounds like a different approach -- a manually-...
- Thu Mar 15, 2018 1:22 pm
- Forum: Ideas & Suggestions
- Topic: Batteries
- Replies: 7
- Views: 5352
Re: Batteries
I would not use them, especially if I need a device slot to use it. If I need that much power to use a battery, ten to fifteen seconds would not be enough time. Just suck it up and get a bigger reactor. That's 10 seconds at maximum discharge rate. If you were only 1MW over your reactor's capacity, ...
- Thu Mar 15, 2018 3:10 am
- Forum: Ideas & Suggestions
- Topic: Batteries
- Replies: 7
- Views: 5352
Batteries
Batteries could be a new type of device that would work to mitigate reactor overloads. Say, a 10MW battery at level 3, 50MW at level 5, and 150MW at level 7 (these values being roughly half what equivalently-leveled reactors can output). Each could provide max power for 10 seconds (or reduced power ...
- Tue Mar 13, 2018 6:21 pm
- Forum: Mod Announcements
- Topic: The Final Strike
- Replies: 39
- Views: 86376
Re: The Final Strike
Ok, I will try that. I just realised, in all these years, I've never really used a Makayev launcher before... It's my go-to launcher for the midgame. What do you normally use in the Ungoverned Territories? The Orkan? Black Strelkas probably aren't as good as Gotha-10s (for one thing, they do medioc...
- Sat Mar 10, 2018 5:31 pm
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 705172
Re: Transcendence Picture thread
Now go do that with the hunter-killers in EP.
- Thu Mar 08, 2018 7:00 pm
- Forum: Announcements
- Topic: 1.8 Beta 1 is ready!
- Replies: 75
- Views: 1366039
Re: 1.8 Beta 1 is ready!
Consumables providing permanent upgrades, like eating various corpses in Nethack? (e.g., eat black dragon for disintegrate-immune). Okay, now I'm curious, do permanent passive effects that you gain over the course of a game of NetHack transfer when you polymorph? I guess the most obvious case would...
- Thu Mar 08, 2018 5:00 pm
- Forum: Announcements
- Topic: 1.8 Beta 1 is ready!
- Replies: 75
- Views: 1366039
Re: 1.8 Beta 1 is ready!
ROMs, cubes, crystals, and other similar consumables are clearly scrolls IN SPACE! And when they provide a one-off effect, like an enchantment, detection, or cash, that's fine. It's when they bestow a permanent modification to the player that they become problematic. Imagine a hypothetical roguelik...
- Thu Mar 08, 2018 2:45 pm
- Forum: Announcements
- Topic: 1.8 Beta 1 is ready!
- Replies: 75
- Views: 1366039
Re: 1.8 Beta 1 is ready!
Given that they are just ROMs, i.e. programs, you could just make it so that targeting, enhanced vision, defective vision, autopilot, etc. ROMs aren't used up when activated. You just copy the program into your ship's computer. The map ROMs can be glossed as "this ROM has data on it that just happen...
- Wed Feb 28, 2018 4:44 pm
- Forum: Ideas & Suggestions
- Topic: Make Luminous more intrusive in EP
- Replies: 14
- Views: 9086
Re: Make Luminous more intrusive in EP
How odd, I've always found it to be quite reliable. When I play as the Manticore I never replace the armor repairer. It's a core ship feature. Shields are a liability in the early game -- they drop quickly and are power-hungry; upgrading your reactor is expensive and limits your fuel options, so any...
- Wed Feb 28, 2018 3:32 pm
- Forum: Ideas & Suggestions
- Topic: Make Luminous more intrusive in EP
- Replies: 14
- Views: 9086
Re: Make Luminous more intrusive in EP
Well, maybe Manticore too once people try it then discover how hard it is to use. The Manticore has decent base stats, maybe a little slow, but its devices are flexible and it has good cargo capacity. It has six armor plates and a highly-effective, low-power-required, indestructible armor repair mo...
- Wed Feb 28, 2018 5:07 am
- Forum: Ideas & Suggestions
- Topic: Make Luminous more intrusive in EP
- Replies: 14
- Views: 9086
Re: Make Luminous more intrusive in EP
I think the drones are in a pretty good place right now balance-wise. They're superb harrassers, filling a similar niche as Wind Slavers of dropping your shields and getting in your way. They just don't have a bigger buddy ship or any turrets to actually kill you the way the Sung stations usually do...
- Tue Feb 27, 2018 2:53 pm
- Forum: Ideas & Suggestions
- Topic: Make Luminous more intrusive in EP
- Replies: 14
- Views: 9086
Make Luminous more intrusive in EP
Luminous is supposed to be the big threat in Eternity Port, but it hardly ever does anything. There's a random scout in the first system, a base in Sol, and a few other scattered plot points, but it has basically no non-plot presence. So here's some suggestions for tweaks that could be made to impro...