Search found 461 matches
Oh well!
Experimenting with weapon conflagrations, I made a really cool beam weapon that creates a long line of laser blasts that only last for a split second in front of the weapon, so there's instantly a line reaching about halfway across the screen (or as long as you want, really). I managed to get the AI...
- Tue Dec 08, 2009 6:21 pm
- Forum: Ideas & Suggestions
- Topic: Shields
- Replies: 18
- Views: 6837
- Tue Dec 08, 2009 6:18 pm
- Forum: Shipyards
- Topic: Extending a weapon's perceived range for AI
- Replies: 4
- Views: 2122
- Tue Dec 08, 2009 6:17 pm
- Forum: Shipyards
- Topic: Me Bad At TransScript: OnDestroy
- Replies: 10
- Views: 3770
- Tue Dec 08, 2009 9:19 am
- Forum: Shipyards
- Topic: Extending a weapon's perceived range for AI
- Replies: 4
- Views: 2122
Extending a weapon's perceived range for AI
Is there something that I can do, perhaps in the <Configuration> element that will allow me to tell the AI to fire a particular weapon even though the ship's target isn't technically within range? I mean, can I tell it somehow to fire the weapon if its within 20 LS of being within range or something...
- Tue Dec 08, 2009 7:08 am
- Forum: Ideas & Suggestions
- Topic: Shields
- Replies: 18
- Views: 6837
- Tue Dec 08, 2009 6:56 am
- Forum: Ideas & Suggestions
- Topic: Game Balance
- Replies: 67
- Views: 25622
- Tue Dec 08, 2009 6:54 am
- Forum: Commonwealth
- Topic: Heretic RC1 [spoily]
- Replies: 57
- Views: 28907
- Tue Dec 08, 2009 6:50 am
- Forum: Shipyards
- Topic: items questions on fire event and eq
- Replies: 12
- Views: 4675
Re: items questions on fire event and eq
Sweet. I've always wanted some evil Advanced Sentient Patch Spiders that cling to your ship and eat your hull until you manage to get them blasted off.george moromisato wrote:Also, in the future I will provide a way to prevent an item from being uninstalled.
- Tue Dec 08, 2009 6:46 am
- Forum: Ideas & Suggestions
- Topic: guide dang it
- Replies: 40
- Views: 19438
The other thing I have a problem with is the whole Dvelin thing. I've never figured out what's going on there, all I see is a research lab option at the station where they tell me I have nothing they're interested in. No one ever bothers to tell me what kind of things they would be interested in, so...
- Tue Dec 08, 2009 6:41 am
- Forum: Ideas & Suggestions
- Topic: Shields
- Replies: 18
- Views: 6837
- Tue Dec 08, 2009 6:38 am
- Forum: Ideas & Suggestions
- Topic: Long Range Sensor enhancements and Cloaks.
- Replies: 10
- Views: 4022
- Tue Dec 08, 2009 6:30 am
- Forum: Shipyards
- Topic: Ships on trade route docking at stargates
- Replies: 0
- Views: 1558
Ships on trade route docking at stargates
This was mentioned in an earlier thread, but when modeling a convoy after the independent trader convoys with the armed cargo transport and the escorting Zulus, if you change the sovereign to Commonwealth or Independent or anything like that, the ships will start docking at stargates along with the ...
- Tue Dec 08, 2009 5:15 am
- Forum: Ideas & Suggestions
- Topic: Shields
- Replies: 18
- Views: 6837
Dodge? They could always be slowed down. :P If absorbAdj can be modified during the game, perhaps shields, when used, could be run at full power to absorb 100% of damage but at very high energy cost. Actually it would be kind of neat if all shields could do that anyway. You use your shield and you'r...
- Tue Dec 08, 2009 5:02 am
- Forum: Shipyards
- Topic: Me Bad At TransScript: OnDestroy
- Replies: 10
- Views: 3770