Search found 250 matches
- Sun Aug 25, 2013 1:56 am
- Forum: Commonwealth
- Topic: Corporate Command
- Replies: 35
- Views: 18242
Re: Corporate Command
Hey George, hurry up so I can give you my money . Also, quick suggestion: set up a Twitter? Little dev updates don't take very long and keep folks like me with short attention spans interested.
- Fri Jan 13, 2012 2:02 am
- Forum: Announcements
- Topic: Introducing Kronosaur Productions
- Replies: 24
- Views: 17459
Re: Introducing Kronosaur Productions
Congratulations, George! Best of luck. I'm very much looking forward to new releases.
- Fri Feb 11, 2011 8:52 am
- Forum: Community Discussions
- Topic: History of the community.
- Replies: 22
- Views: 11653
Re: History of the community.
I still lurk regularly. It's wild how far Transc. has come.
- Sun Dec 20, 2009 10:16 pm
- Forum: Announcements
- Topic: RC3
- Replies: 53
- Views: 34062
well, TX2 doesn't have shooting at rocks for hours on end. I'm going with my not-over-powered profit, high-speed mining model in TX2, so you get your ore fast, and it won't be overpoweringly profitable either. This should make it a balanced and viable and non-boring alternative to fighting/trading/...
- Sun Dec 20, 2009 9:05 pm
- Forum: Announcements
- Topic: RC3
- Replies: 53
- Views: 34062
as atarlost put it, its better to have mining at all then op mining; what has been done is just a step in the right direction; mining was a mandatory grind before, high yield, high grind. mining should NOT be a playstyle all in its own, but rather a small, fast return, high yield of low grade ores,...
- Tue Dec 08, 2009 7:27 am
- Forum: Shipyards
- Topic: Updated! - UNID Bot version 0.2.0
- Replies: 27
- Views: 9799
I'd rather not waste time parsing strings... also, what if someone puts in really weird characters for their name? The script should have some rudimentary validation scheme to weed these out. A little bit of Regex never killed anyone ;). Ultimately, it's totally up to whoever's doing the coding. I'...
- Tue Dec 01, 2009 9:49 pm
- Forum: Shipyards
- Topic: enhanced launchers ?
- Replies: 7
- Views: 3345
- Sat Nov 28, 2009 6:08 am
- Forum: Official Extensions
- Topic: The Stars Beyond
- Replies: 671
- Views: 579805
Since this is already as derailed as possible, I'd like to point out that Praetorians, especially toward the end of the Roman Empire, were somewhat laughable. At one point they actually auctioned off the empire to the highest bidder, only to be utterly destroyed shortly thereafter by a general and h...
- Sat Nov 28, 2009 4:40 am
- Forum: Ideas & Suggestions
- Topic: RC3 Armor Balance
- Replies: 34
- Views: 14555
Increased armor is also going to make any fast enemy that follows the default behavior of running away to regen when its shield goes down extremely annoying. Yes; this is going to get annoying fast. I recommend new, defensive AI behaviors be implemented in this one's place to compensate. Especially...
- Fri Nov 27, 2009 12:12 am
- Forum: Ideas & Suggestions
- Topic: Mining Changes
- Replies: 91
- Views: 35172
@Altarlost and Viperion I don't think that's what Prophet was suggesting. There's a difference between explicitly defined classes and specializations, while they have a similar net effect on replayability. I could be wrong, but I was definitely getting more "specialization" vibes from Prophet's post...
- Mon Nov 23, 2009 2:01 am
- Forum: Ideas & Suggestions
- Topic: Independent Multitargeting weapons discussion
- Replies: 18
- Views: 8534
As long as you advanced they'd never outrun you. Not saying that they would, just that they would likely find their way into some of the earlier systems just as fast as you would. You have no alien currency if currency they use. You have nothing of value to exchange with them. Anything of value you...
- Mon Nov 23, 2009 1:34 am
- Forum: Ideas & Suggestions
- Topic: Independent Multitargeting weapons discussion
- Replies: 18
- Views: 8534
There are no noncombat styles in the late game though and shouldn't be. Noncombat play will make no sense at all in chapter two because you'll be the only human around. I don't understand this reasoning. Are all species inherently hostile toward the unknown? That would not make for a fun game at al...
- Sun Nov 22, 2009 11:48 pm
- Forum: Ideas & Suggestions
- Topic: Independent Multitargeting weapons discussion
- Replies: 18
- Views: 8534
I really don't feel like you can solve playability problems by adding a single new weapon, or even a few new weapons. What you're doing is making those weapons a necessity, which eliminates all of the other weapons from contention. This considerably reduces the replayability of the game, because you...
- Fri Nov 20, 2009 2:54 am
- Forum: Ideas & Suggestions
- Topic: Why Don't Stations Change Inventory?
- Replies: 7
- Views: 3644
While I agree completely with Betel on the difficulty thing, I feel that asserting that this system couldn't be created in a balanced manner is unfair. Restock doesn't necessarily mean "every five minutes the stock changes completely." On the contrary, I remember a concept (planned mod?) where the e...
- Tue Nov 17, 2009 9:58 pm
- Forum: Mod Announcements
- Topic: VUI (Virtual User Interface)
- Replies: 9
- Views: 5917
1. This is really cool and I plan to try it out next time I start a new game.
2. Use the "Direct Link To Image" (or something to that effect) when using Image Shack. You've direct linked to the thumbnail picture which means that when I click on it, it doesn't get any bigger and I can't see anything.
2. Use the "Direct Link To Image" (or something to that effect) when using Image Shack. You've direct linked to the thumbnail picture which means that when I click on it, it doesn't get any bigger and I can't see anything.