Search found 1058 matches
- Fri Mar 21, 2014 3:36 pm
- Forum: Commonwealth
- Topic: Actually threatening/dangerous enemies?
- Replies: 13
- Views: 7561
Re: Actually threatening/dangerous enemies?
Having seen what righteously ticked off Ferians can do, my usual trick if I ever want to farm a bit of loot off of them is to sit just out of range of a Penitent station and let its shockwave take out any Ferians who stray too close. I can usually sneak in and loot any wrecks before my shields are ...
- Thu Mar 20, 2014 10:47 am
- Forum: Commonwealth
- Topic: Merchandise
- Replies: 7
- Views: 4152
Re: Merchandise
Manticore keyring. …Yup. Alternately, baseball cap with either a Corporate or Korolov emblem.
- Wed Mar 19, 2014 1:01 am
- Forum: Commonwealth
- Topic: Actually threatening/dangerous enemies?
- Replies: 13
- Views: 7561
Re: Actually threatening/dangerous enemies?
Try taking on Wind Slavers without omniturbolasers. Nephren P25. Dual flenser. Cannon accelerator. Weapon optimizer. Sit still, ignore their Shuriken, hold the spacebar, let them fly in front of you. Most of the time, they won’t survive the first shot they run into. ^.~ …Okay, yeah, that’s not al...
- Tue Mar 18, 2014 4:50 pm
- Forum: Commonwealth
- Topic: Actually threatening/dangerous enemies?
- Replies: 13
- Views: 7561
Re: Actually threatening/dangerous enemies?
If you run into one two or three systems in before you’ve had a chance to upgrade significantly, Charon frigates definitely count. I’ve had an extreme prejudice against the things ever since that happened to me in an EI500 on my second or third run. Sung’s Wind Slavers never bothered me half as muc...
- Mon Mar 17, 2014 7:06 pm
- Forum: Modding Reference
- Topic: Armor Graphics Tutorial
- Replies: 0
- Views: 9752
Armor Graphics Tutorial
A N A B S O L U T E B E G I N N E R ’ S G U I D E T O A R M O R G R A P H I C S (by an absolute beginner) This tutorial is for customizing armor graphics. I have absolutely zero knowledge in any graphics program other than GIMP, so that’s what I’m using. Most of it should translate into...
- Sun Mar 16, 2014 11:57 am
- Forum: Ideas & Suggestions
- Topic: Visually distinct weapons fire
- Replies: 3
- Views: 2245
Re: Visually distinct weapons fire
Agreed, generally speaking. The new look works for just about every weapon (even if my trusty old dual flenser did take some getting used to) except for the ones that used to be beams, ionic, or otherwise somehow unique — the sunflare cannon, for instance. While I can kind of see an argument for t...
- Sun Mar 16, 2014 8:21 am
- Forum: Ideas & Suggestions
- Topic: Plot-relevant dock screens
- Replies: 2
- Views: 1816
Plot-relevant dock screens
Would it be possible to disable advancing the screen by hitting either enter or escape for plot-related material? Speaking for myself, I’ve missed my share of plot just because I hit one or the other of those by pure reflex. And for people who’ve already read that part of the plot a few times, it s...
- Wed Mar 12, 2014 9:07 pm
- Forum: Announcements
- Topic: 1.3 Beta 1
- Replies: 84
- Views: 64309
Re: 1.3 Beta 1
Note, however, that there might be a bug (AssumedPseudonym reported that hit positions might not correspond). I'm going to take a look and make sure. In the 1.3 beta xmls, the playerships have compressed <Armor>, so that (given George's post) armor is ordered Forward -> Port -> Aft -> Starboard. Ho...
- Wed Mar 12, 2014 9:13 am
- Forum: Announcements
- Topic: 1.3 Beta 1
- Replies: 84
- Views: 64309
Re: 1.3 Beta 1
Question: How does new compressed <Armor>, where programmer inputs id and number of segments only, arrange armor segments? Counterclockwise from the top, apparently. I was wrestling with that, myself, rearranging the Sapphire’s armor all over the place to try to get the hits to register on the rig...
- Wed Mar 12, 2014 7:51 am
- Forum: Announcements
- Topic: 1.3 Beta 1
- Replies: 84
- Views: 64309
Re: 1.3 Beta 1
is the Corporate Command 1.1 Beta 1 supposed to say "Corporate Command 1.1 Beta 1" because mine only says "CorporateCommand.tdb" Apparently that’s all it’s supposed to be, is just CorporateCommand.tdb, yes, if the thrust effects from Corporate Command ships is anything to go by. can you add a feat...
- Tue Mar 11, 2014 11:17 am
- Forum: Shipyards
- Topic: Making a weapon doing structural dmg X% of the time?
- Replies: 2
- Views: 1811
Re: Making a weapon doing structural dmg X% of the time?
Try adding this to the weapon: <Events> <onDamageArmor> (block nil (if (eq (objIsShip gSource) nil) (setq aDamageHP 0) ) ) </onDamageArmor> </Events> …Or at least that’s how I did it. Presumably you could throw some sort of RNG command in there to make the percentage something besides 100%. EDIT: ...
- Mon Mar 10, 2014 4:08 pm
- Forum: Commonwealth
- Topic: Intro demo ship criteria?
- Replies: 13
- Views: 7022
Re: Intro demo ship criteria?
*…Blink. Blinkblink.* It is? *Roots around for old .zip file. Can’t find. Roots around for TransData download. Eventually finds. Downloads. Unzips.* Huh. How ’bout that. Thanks! …Well, I feel dumb, now…
- Mon Mar 10, 2014 6:07 am
- Forum: Beta Bug Reports
- Topic: [1.3b1] Engine effects sometimes spawn in with min size/col
- Replies: 3
- Views: 2441
Re: [1.3b1] Engine effects sometimes spawn in with min size/
Gating doesn’t seem to have any effect one way or another, but reloading the save appears to fix it.
- Mon Mar 10, 2014 12:39 am
- Forum: Beta Bug Reports
- Topic: [1.3b1] Engine effects sometimes spawn in with min size/col
- Replies: 3
- Views: 2441
Re: [1.3b1] Engine effects sometimes spawn in with min size/
It happens on playerships too, yeah. I had it happen to me on the Osaka.
- Mon Mar 10, 2014 12:24 am
- Forum: Shipyards
- Topic: Shipwrecks: (Ridiculously) minor graphics bug
- Replies: 4
- Views: 3939
Re: Shipwrecks: (Ridiculously) minor graphics bug
Took a while, but if finally cropped up again. This actually happened in the 1.3 beta, but it was happening as far back as 1.1. I obviously had the Osaka expansion running, but neither of the mods I had active overwrite any of the vanilla graphics.