Search found 112 matches

by pip
Sat May 10, 2014 8:41 am
Forum: Shipyards
Topic: UNID Database
Replies: 547
Views: 77138

Re: UNID Database

Much obliged. :)
by pip
Fri May 09, 2014 3:27 pm
Forum: Commonwealth
Topic: Best & Worst Weapons
Replies: 92
Views: 14970

Re: Best & Worst Weapons

As mentioned above the main problem with the Penitent/Absolution cannon is not it's damage output, but rather everything else. The weapon itself has a mediocre fire rate. It's projectile travels quite slowly, is very fragile and has a less than adequate lifetime - meaning that shots have poor range,...
by pip
Fri May 09, 2014 2:31 pm
Forum: Shipyards
Topic: UNID Database
Replies: 547
Views: 77138

Re: UNID Database

Would you mind adding me against 0xDFFE please.
(Should still be free.)
by pip
Tue May 06, 2014 7:00 pm
Forum: The Drawing Board
Topic: Weapon Attribute Device
Replies: 7
Views: 1350

Re: Weapon Attribute Device

That seems like perfectly solid advice. Sadly I'm not exactly sure how to do that. Had a brief look through the wiki (which is not exactly the "friendliest" of resources) and came up with itmEnumTypes , but nothing about it other than how to print lists of everything in the game. For starters, is th...
by pip
Mon May 05, 2014 9:42 am
Forum: The Drawing Board
Topic: Weapon Attribute Device
Replies: 7
Views: 1350

Re: Weapon Attribute Device

That launcher restriction would explain some of the convolutions in these weapon mods, I knew it had to be specified but had no idea if it could be changed or not. Thanks PM. http://i.somethingawful.com/forumsystem/emoticons/emot-3.gif ---- <Events> <OnInstall> (objSetItemProperty gSource item 'fire...
by pip
Sun May 04, 2014 12:58 pm
Forum: The Drawing Board
Topic: Weapon Attribute Device
Replies: 7
Views: 1350

Weapon Attribute Device

Basically an "is this possible, or am I just making noise" thread. A while ago someone requested help in making any weapon omni capable, and someone else produced a snip of code to do just that (I've been looking for this thing for four days now and can only conclude I am useless at searching). Anyw...
by pip
Sun May 04, 2014 12:15 pm
Forum: Ideas & Suggestions
Topic: Ugliest ship design nominations
Replies: 21
Views: 3059

Re: Ugliest ship design nominations

Both the Penitent ships are horribly repulsive, especially the Atonement. Meth Enforcers are.... Shoeboxes. Gaian Processors are just plain odd. The model is fine it's just it doesn't look "right" stood up like that - maybe try tipping it on it's side and giving it a whole load of tiny engines aroun...
by pip
Sat May 03, 2014 7:35 pm
Forum: The Drawing Board
Topic: First Look: GunStar playership mod.
Replies: 8
Views: 1930

Re: First Look: GunStar playership mod.

Awesome model.
Just needs the fuselage and wings bulking out a bit, some nice textures laid over it, and shrinking down to wolfen size and it'll be perfect.

Image
by pip
Mon Apr 21, 2014 4:44 pm
Forum: Commonwealth
Topic: How did you learn of Transcendence?
Replies: 34
Views: 8055

Re: How did you learn of Transcendence?

PM wrote:TVTropes.
Same.
by pip
Fri Apr 18, 2014 11:02 am
Forum: Mod Announcements
Topic: Weapons Extended 5
Replies: 44
Views: 15841

Re: Weapons Extended 5

I love this mod so much.
My only issue being the virtual ammo types never worked, so I have never been able to use the new missiles/smartcannon/akan/nandao/kiloton bolts etc.

The rest though, is so very very shiny.
Thank you dd. :D
by pip
Fri Apr 18, 2014 10:51 am
Forum: Commonwealth
Topic: Actually threatening/dangerous enemies?
Replies: 13
Views: 2730

Re: Actually threatening/dangerous enemies?

The pirate Wolfen that always spawns without fail when you're barely out of Eridani and you have basically zero defence against missiles.
by pip
Fri Apr 18, 2014 10:35 am
Forum: Commonwealth
Topic: Unidentified items; discuss
Replies: 16
Views: 3221

Re: Unidentified items; discuss

I can definitely see how revealing hidden things can be somewhat entertaining, but honestly I really can't be bothered with it. It's a chore which I personally find makes playing the game less enjoyable, and the new analyzers are not really all that great what with the breaking things and having a t...
by pip
Sat Sep 07, 2013 10:04 pm
Forum: Announcements
Topic: 1.2 Beta 1 is Ready!
Replies: 36
Views: 8696

Re: 1.2 Beta 1 is Ready!

This version does not play well with extensions at all. :shock: Stock ships gets visually gimped due to the awesome new graphics. All the encounter expansions and TX2 are randomly crashy, and DBG's salvagers are instant error material. The "detonate wrecks" mod seems to have become invisible to the ...
by pip
Sat Jul 20, 2013 2:20 pm
Forum: The Drawing Board
Topic: MiningPack v2: From scratch
Replies: 7
Views: 2515

Re: MiningPack v2: From scratch

Another possibility is a setting for auto-smelting collected ore into ingots using the RMP. :D Although it may need some form of control panel to set which ores are auto-processed, as there are several I can think of which need to be in thier native state in order to use with other stuff. (Specific...
by pip
Thu Jul 18, 2013 9:49 am
Forum: Mod Announcements
Topic: [New Mod] ODM Civillian Crafts
Replies: 12
Views: 4269

Re: [New Mod] ODM Civillian Crafts

This is just my humble opinion, but a good place to start with regard to frequency is to favour the vanilla ships and add a few new ones here and there for spice. They definitely are welcome sights, though seeing Eridani with a population 100% composed of these things is a little.... Odd. That the s...