Search found 45 matches
- Mon Nov 11, 2013 7:06 pm
- Forum: Commonwealth
- Topic: The Heisenmachines Quantum CPU: Do you use it?
- Replies: 14
- Views: 9802
Re: The Heisenmachines Quantum CPU: Do you use it?
Hmm, yeah. I THINK the Aguptera Cortex lets one use quantum cubes, but don't quote me on that. Stuff like QCPUs was why I always used hardpoint-extenders. Too much stuff in the game for one item-slot-cramped ship. But some of the stuff, especially in mods, was pretty nice. (Dragonslayer +50%, w00t!)...
- Mon Nov 11, 2013 7:02 pm
- Forum: Beginner's Luck
- Topic: Jumpdrives- Buh?
- Replies: 3
- Views: 3543
Re: Jumpdrives- Buh?
Last I knew, they could, but I haven't played in a LONG while. Sorry.
- Sat Aug 03, 2013 3:26 am
- Forum: Commonwealth
- Topic: Interesting stats from IRC
- Replies: 4
- Views: 2485
Re: Interesting stats from IRC
And having taken the journey a sufficient number of times, Part 1 got...tedious. More so when I'm expecting that I wouldn't be able to keep my progress should Part 2 ever actually happen.
- Sun Apr 14, 2013 8:11 pm
- Forum: Commonwealth
- Topic: Launching a Let's Play Transcendence 1.1
- Replies: 27
- Views: 15848
Re: Launching a Let's Play Transcendence 1.1
Well, the board clearly offers them, and I even threw a warning in advance.
But from my perspective it's better to learn about a potential game-ender & (more importantly) quest-terminator in advance. <shrug>
But from my perspective it's better to learn about a potential game-ender & (more importantly) quest-terminator in advance. <shrug>
- Sat Mar 30, 2013 11:04 pm
- Forum: Commonwealth
- Topic: Launching a Let's Play Transcendence 1.1
- Replies: 27
- Views: 15848
Re: Launching a Let's Play Transcendence 1.1
Spaceship not as astrodynamic, so it needs...spoilers? Here you go. [spoiler=]The Surprise has blast plate, so particle guns rip it apart about as well as they rip apart the frigates before it. The problem with the Surprise is that killing it instantly finishes the Korolov plotline, giving the playe...
- Wed Mar 27, 2013 9:41 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 122297
Re: [MOD] Dynamic Systems V6.a
Yeah, I've tried out the PSD shipwright. Not sure how many players would want a Corsair, Viking, Earthzone, etc though. "Yay! another Steel Slaver for my collection!" You get the idea. Fourfire's probably onto something there, but I'd suggest that the system clear fighter-type wrecks and only in a r...
- Sun Mar 24, 2013 5:07 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 122297
Re: [MOD] Dynamic Systems V6
WB Patupi. Yeah, it's weird. I'll look into the pirate issue. I also haven't done the station looting aspect yet. I'll keep in mind to have it check every ~2 minutes? Is that too short? Also, another thing I've been thinking about is if station looters should clear wrecks. Would this get in the way...
- Sat Mar 16, 2013 3:04 pm
- Forum: Commonwealth
- Topic: How to check exactly how much domina attitude/relationship
- Replies: 2
- Views: 5819
Re: How to check exactly how much domina attitude/relationsh
PM's got a mod for that--I think it's "Hints" or something. Unless george changed that too in the latest version, the timer applies to credit donations, not item donations. (That would be because credit donations' efficacy are based on your ship's net worth, so donating rapidly would let a determine...
- Mon Mar 04, 2013 4:49 am
- Forum: Shipyards
- Topic: Digdug's rendering corner
- Replies: 6
- Views: 4004
Re: Digdug's rendering corner
Ah, I have Bryce 4 kicking around somewhere. Good program. I'll presume FourFire & I have the same problem: whatever those Ferian Hive shots are supposed to be, they look like some fae-forsaken test pattern to this particular Firefox (whatever the latest version is) installation. Each is a hash of c...
- Fri Mar 01, 2013 3:52 am
- Forum: Beginner's Luck
- Topic: No military or korolov missions?
- Replies: 6
- Views: 4985
Re: No military or korolov missions?
I've had that with confirmed Marauder outposts in-system. Haven't completed the Arena or made Legend, though.RPC wrote:Ah, that usually happens when there's no enemy stations when St. Kat's spawns ._.
Can you check to see if there are Sapiens/Charon/Marauders in the system?
- Mon Feb 18, 2013 10:28 pm
- Forum: Announcements
- Topic: What to do if you see a spambot
- Replies: 18
- Views: 30642
Re: What to do if you see a spambot
Just noticed someone with no avatar, etc posting a Dos Equis meme in the ODM Alarm thread:
http://forums.kronosaur.com/viewtopic.php?f=24&t=5086
Wasn't sure if that's an actual spambot or an amusing spam-replacement. Any insights?
http://forums.kronosaur.com/viewtopic.php?f=24&t=5086
Wasn't sure if that's an actual spambot or an amusing spam-replacement. Any insights?
- Sun Feb 17, 2013 6:29 pm
- Forum: Ideas & Suggestions
- Topic: What stations/encounters are required for the game?
- Replies: 19
- Views: 12855
Re: What stations/encounters are required for the game?
Datal : though the storyline does imply that the fleet is suffering severe supplies shortages Ammo would probably be the thing which runs out last... considering the poor combat abilities of the majority of pilots... Ships would run out faster than missiles :P That is one thing that bothers me. If ...
- Sat Feb 16, 2013 2:27 am
- Forum: Ideas & Suggestions
- Topic: What stations/encounters are required for the game?
- Replies: 19
- Views: 12855
Re: What stations/encounters are required for the game?
Regarding Tinkers, I'm inclined to agree that they need to show up early or not at all. Charon is pretty cavalier with their frigates--I'd expect that something that can launch gunships would at least try to stay out of the primary battle area. If nothing else, having the Kronosaurus roll after the ...
- Fri Feb 15, 2013 12:28 am
- Forum: Ideas & Suggestions
- Topic: What stations/encounters are required for the game?
- Replies: 19
- Views: 12855
Re: What stations/encounters are required for the game?
The ones that can really cripple a game if they don't show are Korolovs. You can get the whole militia mission string from one fortress and unless the stargate distance parameters fail you can do the same for the fleet mission string with a single non-medical CSC, but Korolovs kick you out after a ...
- Tue Feb 12, 2013 11:03 pm
- Forum: Ideas & Suggestions
- Topic: Drivers and Reactors Should be Slotless.
- Replies: 39
- Views: 18770
Re: Drivers and Reactors Should be Slotless.
Seems like another way to approach the same proposal: everyone loses a slot to the default reactor and must take a suboptimal reactor to get the slot back. (How many slots for the Amaterasu or Helios reactors*?) I think I'll pass. Now, if every ship in the game had fuel requirements, and therefore f...