Search found 45 matches

by KA101
Mon Feb 11, 2013 11:25 pm
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 123792

Re: [MOD] Dynamic Systems V6

Yeah, the random-gear is a good idea.

I've always seen militia-freighters coming from the outer areas of the system. No idea how they got lost or out that far, but whatever. (And yes, escorting them being the only mission for militia Majors gets really old.)
by KA101
Sun Feb 10, 2013 2:44 am
Forum: Shipyards
Topic: Additional language pack
Replies: 3
Views: 2230

Re: Additional language pack

Additional accessibility is optimal. Here's hoping the other 50% comes quickly!
by KA101
Sun Feb 10, 2013 2:39 am
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 123792

Re: [MOD] Dynamic Systems V6

<snip/concur-KA101> Only problem with putting Korolov containers out past Sung space is that I've never seen a Korolov station past St. Kats, and IME Korolov's lore doesn't clearly state that they do multi-system escorts or shipping. I've seen freighters (one of the militia missions is to escort a ...
by KA101
Sat Feb 09, 2013 2:59 am
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 123792

Re: [MOD] Dynamic Systems V6

Only problem with putting Korolov containers out past Sung space is that I've never seen a Korolov station past St. Kats, and IME Korolov's lore doesn't clearly state that they do multi-system escorts or shipping. Begs the question of who/why is hauling the containers through what ought to be the mo...
by KA101
Fri Feb 08, 2013 2:11 am
Forum: Mod Announcements
Topic: [MOD] Dynamic Systems V6.d
Replies: 177
Views: 123792

Re: [MOD] Dynamic Systems V6

I was thinking about that too, but I don't want them to be as hated as the vanilla salvagers :( I thought about that over in the economics thread. Short version: the salvagers don't provide any benefit to the player (they don't even scuttle/mark-as-empty the wrecks they salvage), but simply leech l...
by KA101
Fri Feb 08, 2013 1:52 am
Forum: Beginner's Luck
Topic: Omni TeV9 <-> Akan 600
Replies: 26
Views: 16099

Re: Omni TeV9 <-> Akan 600

An RK15 with a cannon accelerator can hold you until you can get an Ares Lightning Turret if you're okay using fixed axis guns against heavy opponents. Against gunships it doesn't really show its age until you start meeting Sandstorms, and that's the same point you can start encountering Phoboses o...
by KA101
Thu Feb 07, 2013 12:12 am
Forum: Off-Topic
Topic: dark matter might NOT exists at all
Replies: 4
Views: 4272

Re: dark matter might NOT exists at all

Well, the movement isn't getting any younger. May as well start researching it.
by KA101
Thu Feb 07, 2013 12:10 am
Forum: Off-Topic
Topic: plasma shields in the making :)
Replies: 4
Views: 4550

Re: plasma shields in the making :)

Afraid that's not it. Keep thinking.
by KA101
Wed Feb 06, 2013 11:54 pm
Forum: Beginner's Luck
Topic: Omni TeV9 <-> Akan 600
Replies: 26
Views: 16099

Re: Omni TeV9 <-> Akan 600

Trouble is actually getting an Ares turret before Sung space.

(Last game I had a Sung camp pre-Charon, FWIW. Wind slavers + Charon frigate = so much for that Korolov.)

I'd go for the omni-TeV but then I use solar reactors, so what would I know?
by KA101
Wed Feb 06, 2013 11:51 pm
Forum: Commonwealth
Topic: Black Market
Replies: 14
Views: 9935

Re: Black Market

Highest I ever got was Sindikat Member. Not sure if there are errands available at any level other than Smuggler, and my last game ignored my mid-level gladiatorial Smuggler asking for work at at the Rigel BM, for some reason--just another reason to run The Network. Problem was that I got the mil-ID...
by KA101
Wed Feb 06, 2013 1:38 am
Forum: Off-Topic
Topic: plasma shields in the making :)
Replies: 4
Views: 4550

Re: plasma shields in the making :)

Interesting, though the temperature involved seems like it would roast & toast* any, say, shuttlecraft passing through. Other than that detail, yeah, sounds nifty. Now to obtain the energy required.

*Guess whence I lifted that phrase, win the proverbial cookie!
by KA101
Tue Feb 05, 2013 12:38 am
Forum: Ideas & Suggestions
Topic: What do you want for 1.2?
Replies: 6
Views: 3624

Re: What do you want for 1.2?

??? I specifically said that I know part 2 isn't implemented, and simply don't appreciate being auto-killed--both for plot & for permadeath-tracking purposes--because I accidentally* went through the coreward stargate from Heretic. It might be less trollish to omit reference to systems that don't ye...
by KA101
Mon Feb 04, 2013 5:19 am
Forum: Ideas & Suggestions
Topic: What do you want for 1.2?
Replies: 6
Views: 3624

Re: What do you want for 1.2?

2.0 would be nice. 1) No longer killing the file (as in "$PLAYERNAME left human space enroute to the Galactic Core. Xe killed ## of ships, including # of $NASTIEST_SHIP. Xe never reached the Galactic Core.", then "Resurrect in the Heretic System") on hitting the endgame gate. I find it insulting: HA...
by KA101
Fri Feb 01, 2013 4:27 am
Forum: The Drawing Board
Topic: CFW - Companion Framework
Replies: 24
Views: 16775

Re: CFW - Companion Framework

Fair enough, though with something like Upgradeable [Wingers] or Playership Drones, the line between party-members as "NPCs" v. "PCs that the player didn't start with" tends to blur.

Sorry to hear that, though the idea itself is still good and I look forward to it.
by KA101
Thu Jan 31, 2013 12:14 am
Forum: The Drawing Board
Topic: CFW - Companion Framework
Replies: 24
Views: 16775

Re: CFW - Companion Framework

Excellent idea; if this could be applied to NPCs as well as RPCs*, this would greatly facilitate that "interacting with the NPC traders" thing i was suggesting. *Recruitable Player Characters; term from Wiz8 but could well originate elsewhere. Finding a modder in-game would be rather interesting to ...