Search found 45 matches

by KA101
Mon Nov 11, 2013 7:06 pm
Forum: Commonwealth
Topic: The Heisenmachines Quantum CPU: Do you use it?
Replies: 14
Views: 9755

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!)...
by KA101
Mon Nov 11, 2013 7:02 pm
Forum: Beginner's Luck
Topic: Jumpdrives- Buh?
Replies: 3
Views: 3480

Re: Jumpdrives- Buh?

Last I knew, they could, but I haven't played in a LONG while. Sorry. :-(
by KA101
Sat Aug 03, 2013 3:26 am
Forum: Commonwealth
Topic: Interesting stats from IRC
Replies: 4
Views: 2470

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.

:-(
by KA101
Sun Apr 14, 2013 8:11 pm
Forum: Commonwealth
Topic: Launching a Let's Play Transcendence 1.1
Replies: 27
Views: 15763

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>
by KA101
Sat Mar 30, 2013 11:04 pm
Forum: Commonwealth
Topic: Launching a Let's Play Transcendence 1.1
Replies: 27
Views: 15763

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...
by KA101
Wed Mar 27, 2013 9:41 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 120175

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...
by KA101
Sun Mar 24, 2013 5:07 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 120175

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...
by KA101
Sat Mar 16, 2013 3:04 pm
Forum: Commonwealth
Topic: How to check exactly how much domina attitude/relationship
Replies: 2
Views: 5776

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...
by KA101
Mon Mar 04, 2013 4:49 am
Forum: Shipyards
Topic: Digdug's rendering corner
Replies: 6
Views: 3973

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...
by KA101
Fri Mar 01, 2013 3:52 am
Forum: Beginner's Luck
Topic: No military or korolov missions?
Replies: 6
Views: 4937

Re: No military or korolov missions?

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?
I've had that with confirmed Marauder outposts in-system. Haven't completed the Arena or made Legend, though.
by KA101
Mon Feb 18, 2013 10:28 pm
Forum: Announcements
Topic: What to do if you see a spambot
Replies: 18
Views: 27372

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?
by KA101
Sun Feb 17, 2013 6:29 pm
Forum: Ideas & Suggestions
Topic: What stations/encounters are required for the game?
Replies: 19
Views: 12768

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 ...
by KA101
Sat Feb 16, 2013 2:27 am
Forum: Ideas & Suggestions
Topic: What stations/encounters are required for the game?
Replies: 19
Views: 12768

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 ...
by KA101
Fri Feb 15, 2013 12:28 am
Forum: Ideas & Suggestions
Topic: What stations/encounters are required for the game?
Replies: 19
Views: 12768

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 ...
by KA101
Tue Feb 12, 2013 11:03 pm
Forum: Ideas & Suggestions
Topic: Drivers and Reactors Should be Slotless.
Replies: 39
Views: 18681

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...