Search found 175 matches

by Derakon
Sun Mar 18, 2018 6:09 pm
Forum: The Drawing Board
Topic: Derakon plays around with ideas
Replies: 20
Views: 21050

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...
by Derakon
Sat Mar 17, 2018 11:54 pm
Forum: The Drawing Board
Topic: Derakon plays around with ideas
Replies: 20
Views: 21050

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...
by Derakon
Sat Mar 17, 2018 1:31 am
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 696802

Re: Transcendence Picture thread

I had an idea too good to not implement. Allow me to present: the gatling howitzer.

Image

(Mod available here if you want to play around with it; it is remarkably hard to aim)
by Derakon
Fri Mar 16, 2018 7:58 pm
Forum: Ideas & Suggestions
Topic: Batteries
Replies: 7
Views: 5240

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-...
by Derakon
Thu Mar 15, 2018 1:22 pm
Forum: Ideas & Suggestions
Topic: Batteries
Replies: 7
Views: 5240

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, ...
by Derakon
Thu Mar 15, 2018 3:10 am
Forum: Ideas & Suggestions
Topic: Batteries
Replies: 7
Views: 5240

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 ...
by Derakon
Tue Mar 13, 2018 6:21 pm
Forum: Mod Announcements
Topic: The Final Strike
Replies: 39
Views: 82324

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...
by Derakon
Sat Mar 10, 2018 5:31 pm
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 696802

Re: Transcendence Picture thread

Now go do that with the hunter-killers in EP. :D
by Derakon
Thu Mar 08, 2018 7:00 pm
Forum: Announcements
Topic: 1.8 Beta 1 is ready!
Replies: 75
Views: 1351817

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...
by Derakon
Thu Mar 08, 2018 5:00 pm
Forum: Announcements
Topic: 1.8 Beta 1 is ready!
Replies: 75
Views: 1351817

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...
by Derakon
Thu Mar 08, 2018 2:45 pm
Forum: Announcements
Topic: 1.8 Beta 1 is ready!
Replies: 75
Views: 1351817

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...
by Derakon
Wed Feb 28, 2018 4:44 pm
Forum: Ideas & Suggestions
Topic: Make Luminous more intrusive in EP
Replies: 14
Views: 8961

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...
by Derakon
Wed Feb 28, 2018 3:32 pm
Forum: Ideas & Suggestions
Topic: Make Luminous more intrusive in EP
Replies: 14
Views: 8961

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...
by Derakon
Wed Feb 28, 2018 5:07 am
Forum: Ideas & Suggestions
Topic: Make Luminous more intrusive in EP
Replies: 14
Views: 8961

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...
by Derakon
Tue Feb 27, 2018 2:53 pm
Forum: Ideas & Suggestions
Topic: Make Luminous more intrusive in EP
Replies: 14
Views: 8961

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...