Search found 1274 matches
- Wed Oct 31, 2007 9:27 pm
- Forum: Shipyards
- Topic: Code irritations
- Replies: 6
- Views: 3444
- Wed Oct 31, 2007 8:58 pm
- Forum: Shipyards
- Topic: Code irritations
- Replies: 6
- Views: 3444
- Wed Oct 31, 2007 8:29 pm
- Forum: Ideas & Suggestions
- Topic: Ship Upgrade Paths
- Replies: 6
- Views: 4436
Ship Upgrade Paths
I have being playing around with ways to improve the player ship outside of adding uber weapons and armor. One thing I found right away was that the cargo hold expansion device needs not be the max- i.e. you can add smaller increments of cargo capability. Another little discovery was that the virtua...
- Wed Oct 31, 2007 5:47 am
- Forum: Ideas & Suggestions
- Topic: unique stations
- Replies: 12
- Views: 6539
- Wed Oct 31, 2007 5:24 am
- Forum: Ideas & Suggestions
- Topic: Game Resources Help-
- Replies: 21
- Views: 12069
kaypy wrote the Network mod on Xelerus, which makes some random connections- but it's a tough trick to pull off. My opinion on it now is that it will be best to work with some simple random switches, just as the topology contains now. Let me tell you about the connection between SE and C1, the first...
- Wed Oct 31, 2007 3:13 am
- Forum: Ideas & Suggestions
- Topic: Game Resources Help-
- Replies: 21
- Views: 12069
pffft. I have at least 4 running versions of trans with no .tdb, and I have been playing the original version in xml only without any problems whatsoever. oh.. debug ship? yeah, I didn't include my extensions folder. Make your own debug ship- with like .98 speed of light and 200 system map roms.. lo...
- Wed Oct 31, 2007 2:11 am
- Forum: Ideas & Suggestions
- Topic: Game Resources Help-
- Replies: 21
- Views: 12069
lol.. like I am running some kind of file buffet over here! I have a bunch of clean up to do on the large topology, I was just stringing in nodes haphazardly in order to test for a max, but I do have a proto type version that is smaller- it is set up to test some various topology ideas and is equipp...
- Wed Oct 31, 2007 1:13 am
- Forum: Ideas & Suggestions
- Topic: Game Resources Help-
- Replies: 21
- Views: 12069
- Tue Oct 30, 2007 9:14 pm
- Forum: Ideas & Suggestions
- Topic: Game Resources Help-
- Replies: 21
- Views: 12069
- Tue Oct 30, 2007 8:14 am
- Forum: Ideas & Suggestions
- Topic: Game Resources Help-
- Replies: 21
- Views: 12069
Actually, e____e, you're doing great work and I am planning to incorporate your sovereign switching idea into a series of missions for penetrating capitol worlds. Keep working on the ideas! After a great deal of hit and miss I am finally confident in the xml enough to push onwards with the random br...
- Tue Oct 30, 2007 7:34 am
- Forum: Shipyards
- Topic: New mod - allows you to switch sovereigns
- Replies: 20
- Views: 10718
I really like the concept of this mod! I keep thinking up little stealth mission ideas.. and firmly believe that switching sovereigns should be a transcendence staple. In fact, I am so excited about it I want to try making some dock screens that cater to a stealth mission kind of concept. The cloaki...
- Tue Oct 30, 2007 6:49 am
- Forum: Ideas & Suggestions
- Topic: Station explosions
- Replies: 29
- Views: 13881
- Tue Oct 30, 2007 6:39 am
- Forum: Ideas & Suggestions
- Topic: unique stations
- Replies: 12
- Views: 6539
My angle was to have interesting content for the random branches mod I am (neck deep in) developing. With the additional terrain comes a large difficulty- repetitive elements. AN improved and expanded set of unique qualities for stations would be essential to providing the content for a larger branc...
- Tue Oct 30, 2007 6:22 am
- Forum: Ideas & Suggestions
- Topic: Station explosions
- Replies: 29
- Views: 13881
It also opens the door to more possibilities for role play and missions. Having a set ship means that you are stuck with the optimal set up for that ship the entire game once you get it. Being able to swap out to a bigger ship or different class of ship can make the game much fuller. Let's say we sc...