Search found 2558 matches

by PM
Tue Feb 22, 2011 2:10 pm
Forum: Commonwealth
Topic: Dvalin(spoiler alert)
Replies: 5
Views: 2793

Re: Dvalin(spoiler alert)

Only the first two items from Dvalin have some (limited) use. The first armor gift is easy to get because the player can give some spare rare junk for it. The armor is worthless as... armor, but it can be used as fodder for the fabricator. The next gift is an enhanced Akan 600, which can be useful *...
by PM
Sun Feb 20, 2011 4:18 am
Forum: Commonwealth
Topic: [Spoilers] End game weapon
Replies: 24
Views: 11027

Re: [Spoilers] End game weapon

For a three weapon configuration, the choice between the Sapphire (with a drive upgrade) and Wolfen is more speed and cargo space versus a lighter load. If I can get all of my equipment without losing turning speed, I prefer the Sapphire's advantages. An extra weapon slot is nice, but when I have en...
by PM
Sat Feb 19, 2011 2:13 pm
Forum: Commonwealth
Topic: [Spoilers] End game weapon
Replies: 24
Views: 11027

Re: [Spoilers] End game weapon

Indeed. Once the Sapphire upgrades its engine to a Titan, it can do almost everything the Wolfen can and more. The only advantage the Wolfen has at that point is it can equip heavier armor. The problem: four 10 ton segments means the Wolfen only has about 25 tons left before becoming overburdened. R...
by PM
Tue Feb 15, 2011 10:49 pm
Forum: Mod Announcements
Topic: [Mod] Playership Drones v2
Replies: 60
Views: 27741

Re: [Mod] Playership Drones v2

Uploaded an update on Feb 15, 2011. List of changes: * Added a warning if the player attempts to change ships while piloting a custom ship. * Added Ronin, Steel Slaver, and Zulu-II to the playable ship list. * Added EI200 and Ronin/B to the selectable starter ship list. * Updated 40 facings ship spr...
by PM
Tue Feb 15, 2011 6:07 pm
Forum: Commonwealth
Topic: [Spoilers] End game weapon
Replies: 24
Views: 11027

Re: [Spoilers] End game weapon

I consider the rewards for saving the Antarctica more powerful than the Lamplighter. Lamplighter is good, but pales when compared to +150% IM90 or Fracture Cannon. (Longzhus do not work on Lamplighter.) GoS, on the other hand, makes the final battle too easy, even if it is consumed after one use.
by PM
Tue Feb 15, 2011 3:57 pm
Forum: Commonwealth
Topic: [Spoilers] End game weapon
Replies: 24
Views: 11027

Re: [Spoilers] End game weapon

IM90 and Iocrym Fracture Cannon for any ship I use. Wolfy explained why the IM90 is so good. The Fracture Cannon, which can be powered up by longzhu spheres, is for times when I need maximum damage per second. Both of those two weapons are overpowered.
by PM
Sun Feb 13, 2011 2:03 pm
Forum: Mod Announcements
Topic: [Mod] Playership Drones v2
Replies: 60
Views: 27741

Re: [Mod] Playership Drones v2

I stumbled some more in the dark in TrueSpace, and finally figured out how to view the model from the camera, and render scene to file. After some rendering, the sprites are smaller and more pixelated than the stock images in the game. It looks like there are more steps to do after rendering. (More ...
by PM
Sat Feb 12, 2011 2:35 pm
Forum: Commonwealth
Topic: Ferian Ventari and Huari
Replies: 8
Views: 4059

Re: Ferian Ventari and Huari

(To Wolfy) Yes they do. I just checked the xml in case they still had them in 1.04, and they do. I usually do not farm Huari because I make the effort to befriend them, even though the rewards for doing so kind of stink. I farmed them once in 1.03 when kills via radiation did not count against you.
by PM
Fri Feb 11, 2011 10:12 pm
Forum: Commonwealth
Topic: Ferian Ventari and Huari
Replies: 8
Views: 4059

Re: Ferian Ventari and Huari

Huari can drop 250MW reactors just like the Ventari, and they are safer to farm, provided you do not care to befriend them.
by PM
Fri Feb 11, 2011 4:15 am
Forum: Mod Announcements
Topic: [Mod] Playership Drones v2
Replies: 60
Views: 27741

Re: [Mod] Playership Drones v2

Unfortunately, no. I rotated the sprites. Some ships have minor wobbling, but not enough to "burn out peoples' eyes". The exception is the Ronin, which I disabled because the wobbling was painfully obvious. The forums were down when I considered browsing the "Transcendence artwork" thread for inform...
by PM
Fri Feb 11, 2011 3:50 am
Forum: MOTM archives
Topic: MOTM: January 2011
Replies: 29
Views: 29805

Re: MOTM: January 2011 [VOTING]

My deflector armor mod should be removed from the poll since it is a work in progress, and will be part of another mod yet to be released.
by PM
Tue Feb 08, 2011 2:31 am
Forum: Ideas & Suggestions
Topic: [Suggestion] Fuel criteria override for starting reactors.
Replies: 3
Views: 1939

Re: [Suggestion] Fuel criteria override for starting reactor

What I mean is if I do something like add a couple zeroes to the Wolfen's startingPower and fuelCapacity within the &scWolfenPlayer; entity, which causes it to start with a builtin 1 GW reactor without any reactor item installed. Until I install a high-level reactor item, such as the Hyperion (even ...
by PM
Tue Feb 08, 2011 2:08 am
Forum: Mod Announcements
Topic: [MOD] Various
Replies: 15
Views: 7616

Re: [MOD] Various

The upgrade kits only work on a small handful of weapons. The goal of that mod was not to add a bunch of weapons, but rather to convert some spare lower level weapons into a higher level version if it existed. For example, two laser cannons for dual laser cannon. You can find the full list in the xm...
by PM
Mon Feb 07, 2011 3:25 am
Forum: Ideas & Suggestions
Topic: [Suggestion] Fuel criteria override for starting reactors.
Replies: 3
Views: 1939

[Suggestion] Fuel criteria override for starting reactors.

No matter how powerful a ship's starting reactor is, it accepts only helium and uranium fuel. This is problematic if you want a custom playership to begin with a powerful but non-standard reactor (without adding a reactor item). A playership should have a fuelCriteria override. This applies only to ...
by PM
Sun Feb 06, 2011 2:19 pm
Forum: Mod Announcements
Topic: [Mod] Starburn Defensive Drones
Replies: 20
Views: 8208

Re: [Mod] Drones

Check out the Phobos in the Ares* xml. They have ignoreShieldsDown in the AI settings. I think that causes them to continue fighting even after shields are down. (I have not tested this myself.) You could try that on your drones.