Search found 97 matches
- Wed Jun 03, 2009 1:07 am
- Forum: Ideas & Suggestions
- Topic: Charge up weapons
- Replies: 3
- Views: 1955
Charge up weapons
I came up with a new weapon idea last night. I have to put this in bugs and brainstorms because it can't be implemented by mod (I'm 98% sure.) Anyway, my idea is to have weapons that must be charged up to fire. You would hold down to space bar and the weapon draws all the power from the reactor (pos...
- Fri May 22, 2009 2:48 am
- Forum: Shipyards
- Topic: Moderated Mods
- Replies: 20
- Views: 8371
- Thu May 21, 2009 3:13 am
- Forum: Commonwealth
- Topic: Status
- Replies: 14
- Views: 7650
- Fri May 15, 2009 1:19 am
- Forum: Commonwealth
- Topic: Great Playthrough
- Replies: 10
- Views: 5658
Well, there is a really good work-around for the down-time, just disable and then enable the shield, it starts regenerating right away, but the regen is soooooo sssssssssllllllllooooowwwwwwww. What do you use to enhance your shield? I always use field crystals to make mine reflect. Can you use a fie...
- Thu May 14, 2009 11:56 pm
- Forum: Commonwealth
- Topic: Great Playthrough
- Replies: 10
- Views: 5658
- Thu May 14, 2009 7:26 pm
- Forum: Commonwealth
- Topic: Great Playthrough
- Replies: 10
- Views: 5658
Great Playthrough
I just completed the game with no mods for the first time. I actually had a really good playthrough. The only thing that luck caused me to miss was Korolov missions, more than two tinkers, and an Advanced Trintium Cannon. I played with the Wolfen. By Heretic, I had the Lamplighter (non-prototype), F...
- Sat May 09, 2009 3:44 am
- Forum: Beginner's Luck
- Topic: How do you use mods?
- Replies: 6
- Views: 6226
- Thu May 07, 2009 2:40 am
- Forum: Shipyards
- Topic: omniswitch weapon update
- Replies: 5
- Views: 2577
I put the mods through some more testing. I haven't found any problems yet. I changed the function names just in case. All of mine have BLUx on the end of them. I was running all four switching weapons at once. Both omniswitch turbolasers (digdugs updated with the last version of Atarlost's code), m...
- Wed May 06, 2009 6:39 pm
- Forum: Shipyards
- Topic: omniswitch weapon update
- Replies: 5
- Views: 2577
I will change function names, but I found that I didn't need to in my initial testing. I was using two weapons at once, and they both had exactly the same function, literally copy-pasted from one to the other. This may have caused one usable to switch both guns, or I might have been just imagining i...
- Wed May 06, 2009 2:06 am
- Forum: Shipyards
- Topic: omniswitch weapon update
- Replies: 5
- Views: 2577
Ok, it works with two other switchable weapons at the same time, not ghost weapons, no errors. I also descovered that weapons can be switched to a launcher and back again. I'm uploading this other weapon. It's a really cool god weapon, but, it's still a god weapon. It switches between three weapons,...
- Wed May 06, 2009 1:53 am
- Forum: Shipyards
- Topic: omniswitch weapon update
- Replies: 5
- Views: 2577
omniswitch weapon update
I've re-uploaded my version of the omniswitch turbo laser so that it works in .99c. I didn't change the UNIDs so you should remove the last one if you were using it. To digdug, if you haven't already done it yourself, this is the version to use in your weapon extended 2 mod. And for all those aspiri...
- Sun Apr 19, 2009 6:30 pm
- Forum: Mod Announcements
- Topic: New Mod: Weapons Extended 2
- Replies: 26
- Views: 16524
You can use the RPG that I made. It can be downloaded from xelerus. You probably should take a look at balancing the weapon level with power, it's probably too low. I'm guessing the Firebeam is way over-powered for balanced play. Will the omni-switch weapons work? One or both of those may be useful....
- Tue Apr 07, 2009 7:27 pm
- Forum: Off-Topic
- Topic: Transcendence Song
- Replies: 5
- Views: 4465
- Tue Jan 27, 2009 3:42 am
- Forum: Gaming
- Topic: Good free games
- Replies: 79
- Views: 136240
- Tue Dec 02, 2008 10:21 pm
- Forum: Announcements
- Topic: 5th Anniversary!
- Replies: 10
- Views: 7882