Search found 810 matches
- Sat Nov 29, 2008 5:51 am
- Forum: Commonwealth
- Topic: Ship appearences (fav, best modeled, ugliest, most original)
- Replies: 10
- Views: 6672
well the CSCs are star carriers where as the Gaian processors are (from what I understand) a completely self sufficient mobile colony. They find a planet and suck up it's natural resources and atmosphere and move on. The CSCs are purely military installations that rely on supplies from other sources.
- Fri Nov 28, 2008 2:43 pm
- Forum: Commonwealth
- Topic: Ship appearences (fav, best modeled, ugliest, most original)
- Replies: 10
- Views: 6672
My favorite ship has to be the Worldship. I made it playable so I could fully appreciate it. I also think it is rendered very well. Ranx dread is a very close second. Played that one too. I also like the Dragon Slaver and the Corporate Cruiser. Worst has to go to the Iocrym command ship. The colour ...
- Fri Nov 28, 2008 12:04 pm
- Forum: Shipyards
- Topic: Custom Weapon Availability
- Replies: 2
- Views: 2081
- Fri Nov 28, 2008 2:11 am
- Forum: Shipyards
- Topic: Custom Weapon Availability
- Replies: 2
- Views: 2081
Custom Weapon Availability
What weapon modifiers do stations look for when stocking their inventory? I understand the level, frequency, numberAppearing, and Modifiers are involved but when I look in the station the lookup criteria is "ad -illegal etc." where ad refers to armor and devices (weapons included). I have downloaded...
- Thu Nov 27, 2008 8:29 am
- Forum: Ideas & Suggestions
- Topic: Organic Weapons
- Replies: 4
- Views: 3001
Organic Weapons
One thing I wish we had were some Bio weapons. I think they would be a great late game addition (possibly post Heretic?) Fungal Cannon Fires globs of gene spliced fungi that attach themselves to the hull of your ship. This particular variety has been bred to 'feed' on armour. Initial damage is 1 poi...
- Thu Nov 27, 2008 8:04 am
- Forum: Closed bug reports
- Topic: Bug with teraton research
- Replies: 2
- Views: 2637
Bug with teraton research
I submitted myself to the teratons for research and survived however I got this bug after trying to submit to more research immediately afterwards. Unknown Function: unvGetTime ###(subtract (unvGetTime)(objGetData gSource "Last Experiment"))### I do have multiple mods loaded, lots actually, I can po...
Over the last week I have been fiddling with modding and my first experiment was a 'God' ship. Learning how to change values like Cargo capacity and Cyberdefense. Changing the image of your ship is one of the easier things to do. First I suggest downloading a mod of a any player ship as a starting p...
- Wed Nov 26, 2008 5:02 pm
- Forum: Shipyards
- Topic: Rumour system?
- Replies: 12
- Views: 6119
- Wed Nov 26, 2008 4:49 pm
- Forum: Ideas & Suggestions
- Topic: tabs in dockscreens
- Replies: 2
- Views: 2162
I agree with the tabs, great idea... Is there a way to put in filters as well? (lvl IV+, Ion, enhanced) I would like a place to see my rank with each faction. Just the friendlies and if they have been encountered. It gets confusing trying to remember all of them. (Perhaps this is a call back to my R...
- Mon Nov 24, 2008 7:08 am
- Forum: Shipyards
- Topic: Rumour system?
- Replies: 12
- Views: 6119
I totally agree, no spoiler rumours but subtle hints and nudges. other uses could be to add some flavour/history like the "Fun Facts" at commonwealth stations. What about the issue of tagging the rumours? When a player starts in Eridani they shouldn't be getting rumours about the Fabricators. I defi...
- Mon Nov 24, 2008 6:49 am
- Forum: Closed bug reports
- Topic: A couple things ****Spoilers****
- Replies: 4
- Views: 3711
A couple things ****Spoilers****
1 - I found a possible exploit when using the tinkers. If you give them superconducting rods they can make superconducting shields, however the price you pay for the conversion is next to nothing. If you have enough rods you can make dozens of shields and sell them for a huge profit! Did I just get ...
- Mon Nov 24, 2008 6:32 am
- Forum: Ideas & Suggestions
- Topic: augmentation of the player
- Replies: 5
- Views: 3452
How about having different paths of upgrading relevant to the different races you meet. 1/Mutations (Genetic engineering) 2/Artificial enhancements (bionics/AI) 3/Puritan (100% unmodified human) These augmentations could boost your rep with the corresponding race while also diminishing your rep with...
- Mon Nov 24, 2008 6:13 am
- Forum: Ideas & Suggestions
- Topic: Industrious Tinkers: Mod Concept
- Replies: 18
- Views: 10138
Not sure if this idea is still being considered but I was thinking of a very similar idea. Disassembly - The Tinkers take the item and you get back only 1 useable part, determined at random. Weapons will leave a mount, barrell(s), trigger,etc. each of these will correspond to a particular attribute....
- Sun Nov 23, 2008 6:40 am
- Forum: Shipyards
- Topic: Rumour system?
- Replies: 12
- Views: 6119
Rumour system?
This is not a request, just an idea to bounce around in here to see what others think. I am a new player, love the game, and I understand it is a work in progress however, while playing through the game I found it difficult to follow the main story and was wondering if the plot elements were being k...
- Thu Nov 20, 2008 8:03 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 415450