Search found 114 matches

by pip
Sun Jun 05, 2016 10:09 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 182609

Re: Mining Pack released! (collab with TransGeek)

Since 1.7 there seems to be no ore bearing asteroids anywhere. Zero.
Or at least the scanner doesn't pick them up anymore.
I wonder if something got changed in vanilla?

Shame this mod is probably dead. :(
by pip
Sat Jun 04, 2016 11:35 am
Forum: Ideas & Suggestions
Topic: Requesting MORE Solar Armor
Replies: 14
Views: 8659

Re: Requesting MORE Solar Armor

There was a mod way back when, which had something interesting for solar armour. It had an treatment barrel that added the 'solar' property to whichever armour you applied it to. I just can't for the life of me remember which mod it was. (Iirc it also had barrels for plasma, positron, and explosive ...
by pip
Sun May 29, 2016 1:47 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 121478

Re: [MOD] Dynamic Systems V6.d

Fixed moving asteroids messing with shadows. They are now exploitable again. This entirely breaks mining as asteroids can no longer be hit by weapons. :( Intentional? Would it be possible to either: - Leave asteroids entirely static as they are now, but block wepaons. (Shadows on/off doesn't matter...
by pip
Fri May 20, 2016 10:08 am
Forum: The Drawing Board
Topic: Swivel Weapons Platforms
Replies: 37
Views: 40256

Re: Swivel Weapons Platforms

This is pretty nice. I like how everything has an effect which scales with the equipment you use. It's a heck of a lot better balanced than my 'make everything omni because reasons' thing. :P That everything is split across multiple devices is kind of a pain, but that's just forcing the player to ma...
by pip
Sat Nov 21, 2015 12:42 am
Forum: Mod Announcements
Topic: [MINIMOD] Omni Weapon Variants
Replies: 1
Views: 2774

[MINIMOD] Omni Weapon Variants

I love omni weapons. This is a tiny mod I started quite a long time ago back after SDW's build-it-yourself weapon labs stopped working with the then latest release, but lost when my previous comp decided to eat it's HD. I have recreated it as best I can from (my admittedly not brilliant) memory, and...
by pip
Thu Nov 12, 2015 12:53 pm
Forum: Ideas & Suggestions
Topic: Some ideas to make transcendence more fun.
Replies: 17
Views: 9342

Re: Some ideas to make transcendence more fun.

Save & Continue.

In order to do this currently you have to Save & Quit, then reload.
Seems like an oversight to have your players using what is essentially a workaround to access basic functionality like that.
by pip
Thu Nov 12, 2015 12:00 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 121478

Re: [MOD] Dynamic Systems V6.c

Updated at 4428 downloads. I also need help looking at which graphics should be updated. A list of ships needing graphics updates would be appreciated. If you're still working on this, the Centauri Base ship no longer has a mask so it appears surrounded by a solid black square. I've not seen anythi...
by pip
Fri Jul 25, 2014 3:31 pm
Forum: Ideas & Suggestions
Topic: Weapon sound revamp
Replies: 11
Views: 6764

Re: Weapon sound revamp

Some noises from a long time ago. Master of Orion 2 is a cornucopia of buried treasures. However, I don't think all of them are suitable for fast or repeating weapons as they're a bit long (even if they sound gorgeous), but some of them can be overlapped and not sound too bad. There are however no ...
by pip
Tue May 13, 2014 11:36 am
Forum: Mod Announcements
Topic: [Updated] Beyond the Mainline
Replies: 14
Views: 12915

Re: [Mod] Beyond the Mainline

I already use N++, but I had no idea it could do that....

Also, commenting out that entry allows the mods to run together. Image
by pip
Tue May 13, 2014 10:17 am
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 705363

Re: Transcendence Picture thread

Derpin' around in Charon, checking to see if things are working right.

Image

Image

I think those plumes are in the right place....
by pip
Tue May 13, 2014 10:07 am
Forum: Commonwealth
Topic: Best & Worst Weapons
Replies: 92
Views: 45529

Re: Best & Worst Weapons

If the Penitent cannon had a better fire rate, and the projectiles weren't so flimsy it would be a passable (if not decent) weapon. The APA is a very fun toy. Is there anything else that even comes close to putting out that much damage at that range? Ironically while it's very obviously designed as ...
by pip
Tue May 13, 2014 9:39 am
Forum: Mod Announcements
Topic: [Updated] Beyond the Mainline
Replies: 14
Views: 12915

Re: [Mod] Beyond the Mainline

My bad. The SF mod does mess with the tuali item. (Can't find the actual dockscreen though, only this reference....) Ref: <ItemType UNID="&itTualiComaDrug;" name= "vial(s) of thioseptal" level= "5" value= "48" mass= "1" frequency= "notrandom" modifiers= "Consumable; Meds; NotForSale" description= "S...
by pip
Tue May 13, 2014 9:18 am
Forum: The Drawing Board
Topic: Weapon Attribute Device
Replies: 7
Views: 4637

Re: Weapon Attribute Device

That is.... Wonderful.
Thank you so much! :)

I just wish the wiki was a little more friendly, but lack of time to spend will do that to things.
by pip
Sun May 11, 2014 11:10 am
Forum: Announcements
Topic: 1.3 Beta 1
Replies: 84
Views: 64223

Re: 1.3 Beta 1

The map view is one of those things I can't really bring myself to have any significant opinion about - it does what it needs to well enough in both perspective and top-down. Either works for me. The map grid however would look much less out of place if it faded out past the edge of the system rathe...
by pip
Sun May 11, 2014 10:56 am
Forum: Ideas & Suggestions
Topic: Realism Mode
Replies: 9
Views: 5371

Re: Realism Mode

I think as far as "realism" goes, I'd be pretty happy just with all ships and stations being made to use the new damage displays like the large ships currently do.
Sort of like a cross between the new CoreEffects.xml and the Visible Damage mod.