Search found 147 matches
- Thu May 21, 2015 9:29 am
- Forum: Commonwealth
- Topic: A couple of questions regarding equipment
- Replies: 17
- Views: 8206
Re: A couple of questions regarding equipment
2: Until you get at least a Nova-100 and decent gear, I would say it’s definitely worth it to collect and offload damaged goods at them. It can add up faster than you might expect. It generally stops being worth it sometime between Rigel Aurelius and St. Kat’s, though. Prices just get too steep at ...
- Mon May 18, 2015 7:31 pm
- Forum: The Drawing Board
- Topic: Hitbox? Hitbox!
- Replies: 11
- Views: 5797
Re: Hitbox? Hitbox!
That's not correct. Capital ships can have multiple weapons hardpoints and can mount heavier armor. Try equipping the ICS's armor plating and you'll see what I mean. As I mentioned above, this can have multiple weapons hardpoints is the only advantage for me of big ships over smaller ones. Especial...
- Mon May 18, 2015 2:48 pm
- Forum: Shipyards
- Topic: Enemy sovereigns and docking 'enabled
- Replies: 9
- Views: 5423
Re: Enemy sovereigns and docking 'enabled
I am not entirely sure but check out Huari. You can become friendly with them which makes you be able to dock their stations.
- Mon May 18, 2015 2:43 pm
- Forum: The Drawing Board
- Topic: Hitbox? Hitbox!
- Replies: 11
- Views: 5797
Hitbox? Hitbox!
This topic is about one weakness in game's balance. As you progress, you get better weapons, armor, but one thing never changes - your hitbox (unless you are playing with Player Drones, but that's a different story). This makes one huge difference between you and others: other need to become larger ...
- Wed Apr 01, 2015 8:05 pm
- Forum: Announcements
- Topic: 1.6 Beta 1
- Replies: 38
- Views: 28027
Re: 1.6 Beta 1
Just downloaded and played a bit. Decided to do a little speedrun without changing armor and stuff, only 1st system weapons and standard reactor. And it crashed at Jiang's Star system. Here's the crash log: 04/02/2015 00:38:14 -------------------------------------------------------------------------...
- Sat Mar 28, 2015 11:18 pm
- Forum: The Drawing Board
- Topic: Damage override
- Replies: 2
- Views: 2607
Re: Damage override
For some reason the forum doesn't allow me to use [spoiler] tags and also trims spaces and tabs at the beginning of each line so I had to replace tabs with this ░░░░░. But anyway, I hope this way it looks better.
- Sat Mar 28, 2015 4:37 am
- Forum: The Drawing Board
- Topic: Damage override
- Replies: 2
- Views: 2607
Damage override
It's always bothered me that it doesn't really matter for tactics what type of damage type your weapon have. Here's a suggestion - to add complex math for damage types. Tier 1 (Direct transfer of energy) Laser. ░░░░░It's really just a ray of light. ░░░░░Any armor receives this ray unchanged except t...
- Sat Mar 28, 2015 3:45 am
- Forum: Commonwealth
- Topic: [George] What damage type would a tachyon weapon be?
- Replies: 9
- Views: 4830
Re: [George] What damage type would a tachyon weapon be?
It doesn't really matter because tachyonic weapons are supposed to be extremely piercing weapons which pierce through shields and armor. On the second thought they also carry less damage because they basically interact with matter fewer times. So it should be something insanely piercing and not real...
- Tue Mar 17, 2015 3:57 pm
- Forum: Shipyards
- Topic: TransData doesn't like giving useful shield data
- Replies: 2
- Views: 2152
Re: TransData doesn't like giving useful shield data
Well, I want to try my luck.
*Probably* that's because you have a space in your path.
*Probably* that's because you have a space in your path.
- Sat Mar 07, 2015 3:22 am
- Forum: Shipyards
- Topic: Is there infinity or NaN?
- Replies: 0
- Views: 7795
Is there infinity or NaN?
Does TLISP support "infinity" for num variables?
(setq X infinity) --> X = 1.#INF or inf depending from the OS.
(setq X (divide X X)) --> X = 1.#IND or nan depending from the OS.
(setq X infinity) --> X = 1.#INF or inf depending from the OS.
(setq X (divide X X)) --> X = 1.#IND or nan depending from the OS.
- Sat Mar 07, 2015 3:17 am
- Forum: Beginner's Luck
- Topic: Faction Reputations
- Replies: 5
- Views: 3878
Re: Faction Reputations
Next, I have the Cheat codes mod, but it doesn't seem to be fully working right. The code (bmcrime) gives me a "nil" result, and (cleanslate), (cleanslate bm), (bmcrime "nil" 0) and (bmcrime nil 0) don't stop them from hating me. I've tested a bit and blew up a commonwealth station, and (cwcrime) g...
- Wed Feb 25, 2015 9:45 am
- Forum: Shipyards
- Topic: Interstellar Variables
- Replies: 7
- Views: 3742
Re: Interstellar Variables
I'm thinking about making a very choice-dependent mod. Destroying anything in a one system will have an impact in every other system (ie kill a base or capital ship, set baseDestroyed="true" and there's a firing squad waiting at every gate). I also wanted to have wingmen who could "perform" mission...
- Thu Jan 29, 2015 5:56 pm
- Forum: Shipyards
- Topic: Is it possible to get/set data related to capacitors/temp?
- Replies: 7
- Views: 3893
Re: Is it possible to get/set data related to capacitors/tem
I should mention I do not need to make the player hold the fire button as done in arcade/console games. If the player is idling, it is understood he is holding the fire button down. I mention holding the fire button down because that is how it worked in R-Type and many other similar games, but the ...
- Thu Jan 29, 2015 9:31 am
- Forum: Shipyards
- Topic: Is it possible to get/set data related to capacitors/temp?
- Replies: 7
- Views: 3893
Re: Is it possible to get/set data related to capacitors/tem
Probably not. In Weapon Extended 5 they solved the problem by making virtual station "capacitor". So when you hold fire weapon button - it uses this virtual station to store the charge. As you released this button (it was made very easy) the capacitor released all its held charge. Here's what to use...
- Wed Jan 28, 2015 10:29 am
- Forum: Shipyards
- Topic: Complex balancing (Discussion?)
- Replies: 4
- Views: 2834
Re: Complex balancing (Discussion?)
I hope it's just "middle of the damage range It is. 4d6 will yield (4+24)/2=12 average dam. DPS is Damage Per Second . Note that damage is applied as if there is no resistances or level differences at all. The problem here is that when resistances and level-difference calculated, they use MULTIPLY ...