Search found 122 matches
- Fri May 25, 2012 8:19 pm
- Forum: Mod Announcements
- Topic: [Mod] Playership Drones v5
- Replies: 30
- Views: 18058
Re: [Mod] Playership Drones v5
Yup, I noticed that error once too. Only had it once and never used the cent shipwright either. I think (from memory) it was after docking for the first time with a wreck after getting the shipwright. The message popped up just after undocking... I actually scuttled the ship. The message was the ful...
- Thu May 24, 2012 8:50 pm
- Forum: Ideas & Suggestions
- Topic: Convenience Functions
- Replies: 24
- Views: 11145
Re: Convenience Functions
True, linear progression of the reactor series isn't particularly inspiring and doesn't offer variation. I don't think it actually hurts the game right now, when you upgrade you get an improvement in pretty much every area, but a little variation wouldn't hurt. Fuel tank and/or efficiency varying wo...
- Thu May 24, 2012 8:15 am
- Forum: Ideas & Suggestions
- Topic: What do YOU want for 1.09?
- Replies: 119
- Views: 55931
Re: What do YOU want for 1.09?
or at least make it so your weapons won't fire (over-ride key for the weapon-safe function?) when your wingman is in the way in vanilla?
- Thu May 24, 2012 8:14 am
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 123093
Re: [MOD] Dynamic Systems V5
Yes, got WE installed, as well as 912 items and dracorp (and weapon labs, but I don't think that affects stock weapons). Mostly the Wolfens that hit me are either equipped with xray lasers or a scatter fire weapon, nasty missiles, and usually with a speed boost. With 22% c Top speed they still over ...
- Wed May 23, 2012 10:02 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 123093
Re: [MOD] Dynamic Systems V5
Damn! Killed by a souped up Wolfen again... armed with plasma cannon?!? In Eridani! That's going a little too far don't you think?
- Wed May 23, 2012 7:44 pm
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 42528
Re: Weapon Labs
I think that's more to do with Transcendence than this mod. You'd probably have to redo the collimater and similar weapon devices to affect launcher based weapons that do that type of damage... but then it would also have to check for weather it was a missile weapon (such as a missile with a laser w...
- Wed May 23, 2012 8:38 am
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 42528
Re: Weapon Labs
Oh I haven't seen the new stations and their new text.... though I've been playing with the mod for a while. I've been trying a permadeath challenge with Dynamic systems 5 and so far haven't lived long enough to find a weapons lab! :) (I think the main reason I kept dying so often was I was trying t...
- Wed May 23, 2012 1:36 am
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 123093
Re: [MOD] Dynamic Systems V5
Yeah, but after you've sold something ten or so times the price is WAAAY down. The starting Corporate station usually buy Centauri rice from me at about 15 to 20 credits after I've left Eridani :) That's a little big of a price drop from 110. Current game I'm on they're buying at 27 (I'm being conse...
- Tue May 22, 2012 10:10 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 123093
Re: [MOD] Dynamic Systems V5
I've just had a thought. I've always thought that it wasn't realistic (though it is reasonable with the game mechanics) that the stations reduce in cost when you sell stuff to them, but the price never goes back up. In a normal game making it slowly raise back up to normal levels would seem right, b...
- Mon May 21, 2012 7:57 pm
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 42528
Re: Weapon Labs
- make custom weapons "misfire" like the lamplighter protoype - as that is what they are. I like it! Nice idea. I'd suggest make it some kind of random possibility of a weapon being made with a 'bad energizer' or whatever, possibly with it less likely to crop up in low powered weapons (that the sci...
- Mon May 21, 2012 1:55 am
- Forum: Shipyards
- Topic: a looting mod & several questions
- Replies: 32
- Views: 13213
Re: a looting mod & several questions
In other words, if you want to run more than one function, you need to wrap a (block [...]) around them. Merely adding more brackets won't do. I think it was Azziweaver who pointed that out to me on IRC . Ahh, I wondered why so many mods had needlessly used block Nil... Well, I THOUGHT needlessly. ...
- Sun May 20, 2012 10:09 pm
- Forum: Commonwealth
- Topic: Succession Permadeath game on Dropbox
- Replies: 150
- Views: 58476
Re: Succession Permadeath game on Dropbox
Good on you guys. I've had a go at this myself (not succession) and I find it real hard to get started. Some souped up craft in the first system usually corners me when I haven't been able to buy half way good equipment yet! I've been trying to stick with Permadeath and so far one time managed to ge...
- Sat May 19, 2012 9:21 am
- Forum: Shipyards
- Topic: Dynamic Systems
- Replies: 151
- Views: 66723
Re: Dynamic Systems
Unless you hit the pirate wolfen with next to no equipment real early in the game... which has happened to me waaaay to often. I just can't run from it, can't hurt it's shields with most starting weapons... basically it batters me into scrap unless I happen to be near Starton to draw in some friendl...
- Sat May 19, 2012 9:15 am
- Forum: Ideas & Suggestions
- Topic: HydroCarbons
- Replies: 18
- Views: 10270
Re: HydroCarbons
You mean Scotty was right? Well whaddyano?
- Thu May 17, 2012 8:27 pm
- Forum: Ideas & Suggestions
- Topic: HydroCarbons
- Replies: 18
- Views: 10270
Re: HydroCarbons
*Smacks self in forehead* I didn't know it was real! I thought it was a common 'invention' in scifi novels. Like transparent aluminum (or aluminium ), neutronium, ceramacrete etc. Based in fact, but not made yet.