Search found 810 matches

by Prophet
Sat Nov 29, 2008 5:51 am
Forum: Commonwealth
Topic: Ship appearences (fav, best modeled, ugliest, most original)
Replies: 10
Views: 6607

well the CSCs are star carriers where as the Gaian processors are (from what I understand) a completely self sufficient mobile colony. They find a planet and suck up it's natural resources and atmosphere and move on. The CSCs are purely military installations that rely on supplies from other sources.
by Prophet
Fri Nov 28, 2008 2:43 pm
Forum: Commonwealth
Topic: Ship appearences (fav, best modeled, ugliest, most original)
Replies: 10
Views: 6607

My favorite ship has to be the Worldship. I made it playable so I could fully appreciate it. I also think it is rendered very well. Ranx dread is a very close second. Played that one too. I also like the Dragon Slaver and the Corporate Cruiser. Worst has to go to the Iocrym command ship. The colour ...
by Prophet
Fri Nov 28, 2008 12:04 pm
Forum: Shipyards
Topic: Custom Weapon Availability
Replies: 2
Views: 2053

Thanks for the quick reply, I had the wrong extension UNID and it's working now.
by Prophet
Fri Nov 28, 2008 2:11 am
Forum: Shipyards
Topic: Custom Weapon Availability
Replies: 2
Views: 2053

Custom Weapon Availability

What weapon modifiers do stations look for when stocking their inventory? I understand the level, frequency, numberAppearing, and Modifiers are involved but when I look in the station the lookup criteria is "ad -illegal etc." where ad refers to armor and devices (weapons included). I have downloaded...
by Prophet
Thu Nov 27, 2008 8:29 am
Forum: Ideas & Suggestions
Topic: Organic Weapons
Replies: 4
Views: 2958

Organic Weapons

One thing I wish we had were some Bio weapons. I think they would be a great late game addition (possibly post Heretic?) Fungal Cannon Fires globs of gene spliced fungi that attach themselves to the hull of your ship. This particular variety has been bred to 'feed' on armour. Initial damage is 1 poi...
by Prophet
Thu Nov 27, 2008 8:04 am
Forum: Closed bug reports
Topic: Bug with teraton research
Replies: 2
Views: 2610

Bug with teraton research

I submitted myself to the teratons for research and survived however I got this bug after trying to submit to more research immediately afterwards. Unknown Function: unvGetTime ###(subtract (unvGetTime)(objGetData gSource "Last Experiment"))### I do have multiple mods loaded, lots actually, I can po...
by Prophet
Wed Nov 26, 2008 6:04 pm
Forum: Shipyards
Topic: Requests
Replies: 14
Views: 6599

Over the last week I have been fiddling with modding and my first experiment was a 'God' ship. Learning how to change values like Cargo capacity and Cyberdefense. Changing the image of your ship is one of the easier things to do. First I suggest downloading a mod of a any player ship as a starting p...
by Prophet
Wed Nov 26, 2008 5:02 pm
Forum: Shipyards
Topic: Rumour system?
Replies: 12
Views: 6033

Wow, sounds great!

Where should we write the rumours, here? start a new thread?
Should there be some sort of template or guidelines? (no obvious spoilers)

Rumor:"Those ringers really love their ore. What ore? Do I look like an info terminal to you, buddy?"
Lvl:1
Faction:Commonwealth
by Prophet
Wed Nov 26, 2008 4:49 pm
Forum: Ideas & Suggestions
Topic: tabs in dockscreens
Replies: 2
Views: 2128

I agree with the tabs, great idea... Is there a way to put in filters as well? (lvl IV+, Ion, enhanced) I would like a place to see my rank with each faction. Just the friendlies and if they have been encountered. It gets confusing trying to remember all of them. (Perhaps this is a call back to my R...
by Prophet
Mon Nov 24, 2008 7:08 am
Forum: Shipyards
Topic: Rumour system?
Replies: 12
Views: 6033

I totally agree, no spoiler rumours but subtle hints and nudges. other uses could be to add some flavour/history like the "Fun Facts" at commonwealth stations. What about the issue of tagging the rumours? When a player starts in Eridani they shouldn't be getting rumours about the Fabricators. I defi...
by Prophet
Mon Nov 24, 2008 6:49 am
Forum: Closed bug reports
Topic: A couple things ****Spoilers****
Replies: 4
Views: 3672

A couple things ****Spoilers****

1 - I found a possible exploit when using the tinkers. If you give them superconducting rods they can make superconducting shields, however the price you pay for the conversion is next to nothing. If you have enough rods you can make dozens of shields and sell them for a huge profit! Did I just get ...
by Prophet
Mon Nov 24, 2008 6:32 am
Forum: Ideas & Suggestions
Topic: augmentation of the player
Replies: 5
Views: 3420

How about having different paths of upgrading relevant to the different races you meet. 1/Mutations (Genetic engineering) 2/Artificial enhancements (bionics/AI) 3/Puritan (100% unmodified human) These augmentations could boost your rep with the corresponding race while also diminishing your rep with...
by Prophet
Mon Nov 24, 2008 6:13 am
Forum: Ideas & Suggestions
Topic: Industrious Tinkers: Mod Concept
Replies: 18
Views: 10021

Not sure if this idea is still being considered but I was thinking of a very similar idea. Disassembly - The Tinkers take the item and you get back only 1 useable part, determined at random. Weapons will leave a mount, barrell(s), trigger,etc. each of these will correspond to a particular attribute....
by Prophet
Sun Nov 23, 2008 6:40 am
Forum: Shipyards
Topic: Rumour system?
Replies: 12
Views: 6033

Rumour system?

This is not a request, just an idea to bounce around in here to see what others think. I am a new player, love the game, and I understand it is a work in progress however, while playing through the game I found it difficult to follow the main story and was wondering if the plot elements were being k...
by Prophet
Thu Nov 20, 2008 8:03 pm
Forum: Shipyards
Topic: UNID Database
Replies: 564
Views: 397466

0xD512 if it's available.


Greetings all!
I look forward to modding this game into an endless string of parsing errors and critical system crashes! :roll: