Search found 564 matches

by FourFire
Sat Apr 04, 2015 12:27 pm
Forum: The Drawing Board
Topic: Homeworld-style Adventure Study MKII
Replies: 134
Views: 41447

Re: Homeworld-style Adventure Study MKII

There seems to be a bug where if you produce a squad, it auto launches and then goes straight for the gate! Bye bye my 100k RU investment! There must be some association which happens when you spawn in the vanilla ships, which needs to be implemented. Furthermore, the Hangar should also display the ...
by FourFire
Sat Apr 04, 2015 10:46 am
Forum: Mod Announcements
Topic: Souped up Auton Bay
Replies: 12
Views: 7462

Re: Souped up Auton Bay

Are you still developing this mod RPC?
by FourFire
Sat Apr 04, 2015 10:38 am
Forum: Ideas & Suggestions
Topic: Faction Relations Screen?
Replies: 3
Views: 1332

Re: Faction Relations Screen?

I second this suggestion: it would be useful in particular to mods I'd like to make in the future.
by FourFire
Fri Apr 03, 2015 7:49 pm
Forum: Announcements
Topic: 1.6 Beta 1
Replies: 38
Views: 14564

Re: 1.6 Beta 1

I just experienced a weird bug, which is unfortunate since this is my long term permadeath highscore save :( After I failed to preemptively kill all the pteravore lairs, to protect the svalbard, I docked with the svalbard and immediately got teleported to a strange alternate system (no gating animat...
by FourFire
Fri Apr 03, 2015 6:35 pm
Forum: The Drawing Board
Topic: Homeworld-style Adventure Study MKII
Replies: 134
Views: 41447

Re: Homeworld-style Adventure Study MKII

Testing shows several things: You can capture stations! This doesn't count as killing them according to raisu The Capturing ship behaves weirdly, as in turns around and shoots at the mothership If the target of capture dies, then the capturing ship will bug out If you spam the capture button on the ...
by FourFire
Thu Apr 02, 2015 1:26 pm
Forum: Commonwealth
Topic: Eternity Port storyline unfinished? *Spoilers*
Replies: 6
Views: 2398

Re: Eternity Port storyline unfinished? *Spoilers*

I found I was able to use the overload hack on a Xenophobe Worldship, though I don't fully understand the CDM shard mechanics, just tried feeding everything I could to it, so perhaps I leveled it up higher than OP.
by FourFire
Thu Apr 02, 2015 1:21 pm
Forum: Commonwealth
Topic: On the search for Crossover Mods
Replies: 7
Views: 2504

Re: On the search for Crossover Mods

There is a very very beta Homeworld Mothership crossover mod, but it isn't aimed at inserting the storyline of Homeworld, just cool functions.

PM has made a Star Castle mod

RPC has made a couple of minigame mods

All of these are available on xelerus.de
by FourFire
Wed Apr 01, 2015 8:32 am
Forum: The Drawing Board
Topic: Homeworld-style Adventure Study MKII
Replies: 134
Views: 41447

Re: Homeworld-style Adventure Study MKII

Tested some functions in 1.6: seems to work fine, however there are a couple of graphical bugs; The bitmap is borked, and text fields in dockscreens look a bit odd. @StealthX051 I think that the marine frigate should be about halfway between the Charon frigate and the Scarab in size, but this is ass...
by FourFire
Tue Mar 31, 2015 5:11 pm
Forum: Ideas & Suggestions
Topic: Station buy limits, game balance, and dynamic economy
Replies: 14
Views: 5087

Re: Station buy limits, game balance, and dynamic economy

@PM I don't believe I ever got to test that mod, sounds good. @watch tv, do nothing A dynamic freighter load balancing system with mercenary enforcers of the status quo sounds just like the sort of cool behavior I'd like to see in an interactive universe, this would be a very cool mod especially com...
by FourFire
Tue Mar 31, 2015 1:42 pm
Forum: Commonwealth
Topic: 1.6 Beta 1 Graphics Quality
Replies: 17
Views: 7024

Re: 1.6 Beta 1 Graphics Quality

Graphics quality maximum: 46 ms; 4 cores. Didn't play, just clicked past the intro and quit. OS: 64-Bit Windows 8.1 CPU: Intel i5 3230M 2C4T @ 2.60Ghz (3.10Ghz Turbo Boost) RAM: 12GB 1600Mhz RAM (4+8GB) GPU: Intel HD 4000 graphics Resolution 1600x900 (assume defaults for refresh frequency and bit de...
by FourFire
Sun Mar 29, 2015 9:06 am
Forum: Commonwealth
Topic: [George] What damage type would a tachyon weapon be?
Replies: 9
Views: 2481

Re: [George] What damage type would a tachyon weapon be?

That's a great question. Presumably tachyons would be particles, so they would be either positron or (with a hand-wave) graviton. Or you could bundle them with dark energy/matter can give it a darkLightning type. But I think we could also make their FTL nature orthogonal and have FTL weapons for se...
by FourFire
Sun Mar 29, 2015 9:02 am
Forum: Beginner's Luck
Topic: Any tricks to get cheap fuel in Eternity Port
Replies: 11
Views: 4183

Re: Any tricks to get cheap fuel in Eternity Port

When you refuel, always use one less item than you "need" it almost always overuses the last one, so save it for later!
by FourFire
Fri Mar 27, 2015 2:17 pm
Forum: The Drawing Board
Topic: Homeworld-style Adventure Study MKII
Replies: 134
Views: 41447

Re: Homeworld-style Adventure Study MKII

After some gameplay, I've come to the conclusion that the mothership doesn't have a specific way to upgrade it's reactor (something about the CW shipyards is borked, but that might have been an earlier feature request by me) A cool feature would be once you reach under 50% fuel to, depending on your...
by FourFire
Fri Mar 27, 2015 1:42 pm
Forum: Community Discussions
Topic: MoTM Broken?
Replies: 13
Views: 5930

Re: MoTM Broken?

Yeah I'm interested in this starting up again!
by FourFire
Fri Mar 27, 2015 1:39 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 387
Views: 155744

Re: PM's mods

Hi, just checking in.

I noticed that the Wasp Launcher mod is completely absent from xelerus, did it disappear during your 1.5 update?
If you aren't going to continue it, do you mind if someone else does?

I hope your other game modding projects are going well.