Search found 2454 matches

by Ttech
Mon Dec 03, 2007 3:25 am
Forum: Commonwealth
Topic: "Oracus"
Replies: 6
Views: 4408

Fossaman wrote:That's because it only appears as a virtual device on penitent shrines and sanctums. You'll have to actually mod it in to use it.

Or you can just use the [type= "area"] thingy to replicate the effect.
Yeah, i know its virtual. :)
Explain area??
by Ttech
Sun Dec 02, 2007 6:36 pm
Forum: Off-Topic
Topic: The TARDIS
Replies: 24
Views: 10205

The TARDIS

Anyone a Doctor Who fan (other then me)?

I think my user ship should be the TARDIS, keep an eye out for a mod. :)
by Ttech
Sun Dec 02, 2007 6:31 pm
Forum: Shipyards
Topic: any interest in making a treasure mod?
Replies: 19
Views: 8230

I think I am heading into the 'fancy' category with my latest mod. I made 720 resource/material/product type trade items for my local environments mod. These items only exist for their trade value. They do show up in loot, but you have to find a buyer for the loot with a little more effort now. I a...
by Ttech
Sun Dec 02, 2007 6:30 pm
Forum: Commonwealth
Topic: "Oracus"
Replies: 6
Views: 4408

hmm.. one of the mysteries of the core. Oracus seems to be involved with the Penitents, and may be some kind of being similar to Domina, though they seem to be at odds. Perhaps it was Oracus who taught the Penitent to use dark matter weapons, I believe. yeah.. Speaking of Oracus, the ORACUS HARASS ...
by Ttech
Sun Dec 02, 2007 5:58 pm
Forum: Closed bug reports
Topic: Arena walls: still buggy
Replies: 4
Views: 2804

Cardinal wrote:
Ttech wrote:Me must try this. :wink:

Its almost as exciting as it sounds :roll:
heh
by Ttech
Sat Dec 01, 2007 5:17 am
Forum: Commonwealth
Topic: "Oracus"
Replies: 6
Views: 4408

"Oracus"

What is "Oracus"? I haven't seen anything about it really in the game.
by Ttech
Sat Dec 01, 2007 5:09 am
Forum: Shipyards
Topic: Help! Making Scout auton and I just don't understand
Replies: 4
Views: 2875

Ttech, thanks for your reply :) The spy auton, does not exactly work quite like I expected. Yeah, mainly that's why I made this topic to gather ideas here, though I've got no one's response so far :? Minor bug in the code, you don't need to recall the <!entitys if you are not calling them as in red...
by Ttech
Sat Dec 01, 2007 5:07 am
Forum: Closed bug reports
Topic: Arena walls: still buggy
Replies: 4
Views: 2804

Fossaman wrote:I noticed this too in my last game. If I recall correctly, I'd snuffed an anarchist base, and dropped the shields on the shuttles. I moved on to the arena...and they showed up and plowed into the wall. I ended up destroying them *through* the wall, in fact.
Me must try this. :wink:
by Ttech
Sat Dec 01, 2007 5:06 am
Forum: Closed bug reports
Topic: Bug: Dwarg Colony not identified on map
Replies: 5
Views: 3575

Cardinal wrote:I hadn't encountered Dwarg colonies this distance apart until 0.98d.

I looked at your screenshot darksider; that was similar to my encounter. I should have scouted around a bit more thoroughly - maybe I could have brutalised another colony :twisted:

I also had the same hting happen to me. :)
by Ttech
Sat Dec 01, 2007 5:05 am
Forum: Beginner's Luck
Topic: Antarctica
Replies: 9
Views: 6680

Fossaman wrote:There's a snippet of code in place that makes the CSC Terra show up in the Denebola (or whatever system it is that the Antarctica shows up in) if it hasn't already. The Antarctica always shows up in the same one, the Terra is generated randomly in some system before that.
oh
by Ttech
Sat Dec 01, 2007 5:04 am
Forum: Ideas & Suggestions
Topic: Little bit too easy?
Replies: 30
Views: 13269

Lamplighter is *NOT* needed to win the game (although preferred) and is highly unbalanced with the GoS quest. The game isn't all that fun for me once I get the Lamplighter (powerful capship of unkown or perhaps even sung origin?), it should require a much better ship than the one I have before that...
by Ttech
Sat Dec 01, 2007 5:02 am
Forum: Commonwealth
Topic: Heliotropes too powerful in the early game
Replies: 22
Views: 13612

Heliotropes are pussies. The little guys are fragile and can't hurt your armour, and the big guys and bases have meaty, but slow and avoidable weapons. A cautious player should not experience any difficulty from them. If the shields go down, use sustain. I don't think they have ever contributed to ...
by Ttech
Thu Nov 29, 2007 1:20 am
Forum: Shipyards
Topic: Trading and Larger Star Network Mod
Replies: 12
Views: 8947

What version is this for? Because Transscendence.xml is a no no. :/
by Ttech
Thu Nov 29, 2007 1:15 am
Forum: Ideas & Suggestions
Topic: Separate Personal and Ship Inventory
Replies: 30
Views: 14179

:lol: I thought it was a just a teeny little bit of code. /me pets lovely new prototype expansion mod weighing in at an unquotable 2.5 mb of xml. Good little code, debug. no! stop jumping! debug! down code, down! debug! Debug! Oh NO! Why do you crash without error reporting!! arrrgh.. ahrmhmm hey, ...
by Ttech
Wed Nov 28, 2007 2:02 am
Forum: Shipyards
Topic: Help! Making Scout auton and I just don't understand
Replies: 4
Views: 2875

Minor bug in the code, you don't need to recall the <!entitys if you are not calling them as in redoing the items. At leat6 it owrks just fine without them. Also, I make hte TEch level a bit heigher, the level you had was quite low, even for hte CommonWealth Stations.