Search found 122 matches
- Wed May 02, 2012 8:28 pm
- Forum: Mod Announcements
- Topic: NAMI Phase Shields mod
- Replies: 4
- Views: 3020
Re: NAMI Phase Shields mod
I chose 'nano shield' so it would be different from what I'm aiming for, which is an organic ship in it's entirety. Similar effect but I just wanted them to 'feel' different. I'm going to experiment with all of the different parts needed for the ship first before trying to build the ship completely....
- Wed May 02, 2012 1:51 am
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 43405
Re: Weapon Labs (beta)
Darn! Foiled again! And I'd just managed to reconstruct the Kronosaurus!
- Tue May 01, 2012 10:18 pm
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 43405
Re: Weapon Labs (beta)
Caught another bug, I think with repeating mount. Tried to make a repeating, particle, lev 7 damage, mining, fixed mount weapon and got this: http://clayspaces.com/videogames/Error2.jpg Other than that it looks real good so far. Recycling is working fine. Still not sure about loosing parts from non-...
- Tue May 01, 2012 8:49 pm
- Forum: Mod Announcements
- Topic: NAMI Phase Shields mod
- Replies: 4
- Views: 3020
Re: NAMI Phase Shields mod
OK, I think I'm going to change the 'nano test shield' so it learns from either XP earned over time or by damage applied to shield for the moment. May implement the shield absorbing later instead of this. Right now I want to get the shield that upgrades, gains points and gains 'potential' to upgrade...
- Tue May 01, 2012 1:43 am
- Forum: Ideas & Suggestions
- Topic: What do YOU want for 1.09?
- Replies: 119
- Views: 57661
Re: What do YOU want for 1.09?
OK, I understand. I saw the different tables in the XML in the rows for each item type but didn't get quite what the two rows meant. I wasn't aware you could reroll an item to the same level. As I understood it though it would never do anything to a lev X item, right? So if you removed the upgrading...
- Mon Apr 30, 2012 8:53 am
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 43405
Re: Weapon Labs (beta)
Hmm, given the price not sure about loosing a part on fully functional weapon recycling, but definitely like the loss on damaged. Makes sense. If the non-Beta version of this station appears later in the game (I got it in the third system out Ross 248) it should be fine. Money isn't quite as much of...
- Mon Apr 30, 2012 1:35 am
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 43405
Re: Weapon Labs (beta)
*smiles* Yes, I assumed you were still playing around with the costs. I made a particle, lev 3 dam omni and it sold for 10,000. I made a plasma the same and... it sold for 1200! Um... ;) Did 58 dam too This is very cool mod to play with. Keep up the good work... Um, any chance of launcher mode main ...
- Sun Apr 29, 2012 10:13 pm
- Forum: Mod Announcements
- Topic: Weapon Labs
- Replies: 51
- Views: 43405
Re: Weapon Labs (beta)
Noticed a couple of bugs with the beta: One, if you recycle a damaged weapon it recycles... and the weapon remains as well! OK, it costs a few thousand to recycle but still a bit off :) Other, I tried to make a weapon with a Positron weapon module and it came up with an error. Tried with single barr...
- Sun Apr 29, 2012 8:45 pm
- Forum: Ideas & Suggestions
- Topic: What do YOU want for 1.09?
- Replies: 119
- Views: 57661
Re: What do YOU want for 1.09?
On the Fabricator thing, you're saying only allow high level DIPing (Drop In Pit.. ing) when it's not damaged? Or that multiple DIPing wouldn't be allowed? If you can 'reroll' a lev X weapon but not up lev I weapon all the way up there'd have to be some additional data on whether an item had been DI...
- Sat Apr 28, 2012 5:08 pm
- Forum: Mod Announcements
- Topic: Fuel mods fusion breeder concept
- Replies: 6
- Views: 4386
Re: Fuel mods fusion breeder concept
Yeah, fast breeder is using one nuclear fission reaction (or the neutrons from it) to induce radioactive change in a secondary material, usually to generate fissionable weapons grade material. I'm sure other types of fast breeder exist but for the game you could just call it a generic 'Nuclear Trans...
- Sat Apr 28, 2012 3:39 am
- Forum: The Drawing Board
- Topic: Dead stars.
- Replies: 14
- Views: 7438
Re: Dead stars.
You know, one thing I've always wondered about. Neutronium. Built from normal matter, crushed under incredibly gravitational gradients, compressed so much it overloads the strong nuclear force, compressing protons and electrons into neutrons.... how on earth does this survive when it's taken AWAY fr...
- Sat Apr 28, 2012 3:05 am
- Forum: Mod Announcements
- Topic: Fuel mods fusion breeder concept
- Replies: 6
- Views: 4386
Re: Fuel mods fusion breeder concept
Meh, they probably just can't get the compression rate/core temp high enough. Surprised they don't go for Deuterium/Tritium reaction as a hybrid though. That fusion level is reasonable with near future tech.
- Sat Apr 28, 2012 2:57 am
- Forum: Mod Announcements
- Topic: NAMI Phase Shields mod
- Replies: 4
- Views: 3020
Re: NAMI Phase Shields mod
I'm working on a nanotech shield to add to this mod. This would be a 'learning' shield that you can upgrade over time by having it absorb other shields to give you points (or possibly generate 'nanopacks' that you then reabsorb for upgrades, haven't decided which way to go yet) that you can then spe...
- Fri Apr 27, 2012 9:22 pm
- Forum: Mod Announcements
- Topic: [Mod] Playership Drones v4
- Replies: 44
- Views: 19362
Re: [Mod] Playership Drones v4
Dang! Must have missed that! Thanks for clarifying
- Fri Apr 27, 2012 9:28 am
- Forum: Mod Announcements
- Topic: [Mod] Playership Drones v4
- Replies: 44
- Views: 19362
Re: [Mod] Playership Drones v4
You may also want to include a 'sell ship' option aswell to get rid of unwanted drone ships. At a significant loss of course