RC8

New releases and announcements from George and the staff.
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Blitz
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I thought it was Transuranic. Anyway, yes it is immune and no, worldship armor's not immune.

And freighter players can usually depend on autocannons to get rid of them anyway...
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Song
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Blitz wrote:I thought it was Transuranic. Anyway, yes it is immune and no, worldship armor's not immune.

And freighter players can usually depend on autocannons to get rid of them anyway...
Neutronium armor is also immune..but since we can't *use* it....

Which is kinda a blessing. Fitting a 20t armor segment that's probably ~5mm thick or so.....can't be easy.
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Aury
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Shrike wrote:
Blitz wrote:I thought it was Transuranic. Anyway, yes it is immune and no, worldship armor's not immune.

And freighter players can usually depend on autocannons to get rid of them anyway...
Neutronium armor is also immune..but since we can't *use* it....

Which is kinda a blessing. Fitting a 20t armor segment that's probably ~5mm thick or so.....can't be easy.
It's also... rather useless on anything but the freighter. Due to its mass. (as in, it doesn't fit)
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stealthx
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Ha ha, what a coincidence!

This is the period of the chinese lunar new year, and 8 connotes prosperity in mandarin. Very auspicious.

BTW intro screen is cool!
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Psycholis
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Wolfy wrote:
It's also... rather useless on anything but the freighter. Due to its mass. (as in, it doesn't fit)
as if there are any other ships to play.. ;) tried RC8 for the first time tonight to some horrible RNG luck. failed weapon rom, no targeting before st. k (never did get one) only 1 korolov and it's 2nd mission was to destroy the base, no omni weapons past turbo.. trying to find an akan now. might just restart. :(
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Song
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Psycholis wrote:
Wolfy wrote:
It's also... rather useless on anything but the freighter. Due to its mass. (as in, it doesn't fit)
as if there are any other ships to play.. ;) tried RC8 for the first time tonight to some horrible RNG luck. failed weapon rom, no targeting before st. k (never did get one) only 1 korolov and it's 2nd mission was to destroy the base, no omni weapons past turbo.. trying to find an akan now. might just restart. :(
My savegame I've been hoarding since RC....5? Is going REALLY well.

Just past Pt. Juno. Got lucky on the ingenuity domina thing....and got my hyperion boosted to 1.2 gigs...which means....I CAN USE A LAZARUS!!! :twisted:
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Psycholis
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Shrike wrote:I CAN USE A LAZARUS!!! :twisted:
the one time that a lazarus has shown up in a game for me i wasn't even remotely tempted to try it. i prefer the exact opposite in fact. kaidun over lazarus any time.
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Song
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Psycholis wrote:
Shrike wrote:I CAN USE A LAZARUS!!! :twisted:
the one time that a lazarus has shown up in a game for me i wasn't even remotely tempted to try it. i prefer the exact opposite in fact. kaidun over lazarus any time.
yeah. I spawned one with G.O.D. mod just to try it out. I've seen a few in vanilla game.

If I can find one ingame, I'll ditch the spawned one, buy the other one, and continue to heretic....otherwise I'll swap to a Kaidun or Taikon-20/200.

But enhanced hyperion is a GREAT thing...I've been using P450 Hexphase (There's nothing better around :( )....and a Hanzo that's been boosted up to...+225%, I think. As high as it's possible to get it. Deals with Ranx gunners in ~0.5 seconds, Sandstorms in ~0.7 seconds, and big things.....well..depends if I can hit the same segment. :evil:

With the Hyperion+20%.....I can keep the QAC I have, and look for some serious lobster-boilers....
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Aury
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Betel, alterecco and I were talking about mod conflicts and such, and this came up: http://wiki.neurohack.com/transcendence/trac/ticket/327

I think this is a huge modding-related issue, especially once 1.0 gets out and we have tons of new members.
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PKodon
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First off, I don't know what is wrong with being dependent on other mods. If something someone else wrote does the job I want to do, why should I "reinvent the wheel"?

OTOH, I do believe that this is a needed function, and would even enhance the aforementioned DSF mod (as well as allow FalconCV to add the wreck scuttling entry to the dock screen for looting wrecks without having to overwrite the dock screen).

Being able to add entries to Dock Screen menus in a manner that is friendly with other mods would be a great help, especially if it worked for all dock screens, not just ship interior ones.

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Aury
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PKodon wrote:First off, I don't know what is wrong with being dependent on other mods. If something someone else wrote does the job I want to do, why should I "reinvent the wheel"?
It's not inheritnly bad; but it isn't good either. Its useful in certain cituations (like making a DSF dockscreen), but not in others that shouldn't have to rely on dependancies to avert conflicts (like hooking)
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Styro
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It would be extremely useful to just have a way to open a dockscreen from script, like inside a device invoke tag. This should be available without needing a hack or requiring the user to install 2 additional mods.

Once 1.0 is out it would be nice to have a list of mod requests looked at to see which ones could be implemented to make the process of modding easier, or what functionality is missing.
Transcendi
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Oooooh, I have got to check this out!
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