Search found 461 matches

by Aeonic
Tue Dec 08, 2009 8:06 pm
Forum: Shipyards
Topic: Oh well!
Replies: 0
Views: 1494

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...
by Aeonic
Tue Dec 08, 2009 6:21 pm
Forum: Ideas & Suggestions
Topic: Shields
Replies: 18
Views: 6837

You could also have it where the screen only flashes red when the armor segment being hit is below a certain percentage. Basically meaning you're approaching critical damage.
by Aeonic
Tue Dec 08, 2009 6:18 pm
Forum: Shipyards
Topic: Extending a weapon's perceived range for AI
Replies: 4
Views: 2122

Often times a weapon can hit something outside of the range calculated by the missile speed and lifetime. Different fragments and/or configurations make this possible. But there's no way to tell the AI to keep that in mind.
by Aeonic
Tue Dec 08, 2009 6:17 pm
Forum: Shipyards
Topic: Me Bad At TransScript: OnDestroy
Replies: 10
Views: 3770

That's because turbolasers and lancers can be re-sold to arms dealers and tinkers. They're also a whole lot of the same weapon on a single ship, while Foomerian wrecks have a lot of different weapons. If I hadn't found them to be annoying, I wouldn't have bothered trying to remove them.
by Aeonic
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...
by Aeonic
Tue Dec 08, 2009 7:08 am
Forum: Ideas & Suggestions
Topic: Shields
Replies: 18
Views: 6837

I wonder how easily friendly ships will get T'd off when you shoot them and their shields don't block all the damage.
by Aeonic
Tue Dec 08, 2009 6:56 am
Forum: Ideas & Suggestions
Topic: Game Balance
Replies: 67
Views: 25622

I think the TM7 multitarget cannon falls into the category of stuff that sounds interesting but which I stay far away from because I consider it to be a useless piece of junk. Might make an interesting launcher instead, though.
by Aeonic
Tue Dec 08, 2009 6:54 am
Forum: Commonwealth
Topic: Heretic RC1 [spoily]
Replies: 57
Views: 28907

Shrike wrote:However the Command Ship is VERY easy to kill with a positron lancer (enhanced or sped up makes it more insane though)....you sometimes get one from the wreck of the Huygens...I haven't seen them elsewhere.
The Ringer station typically drops some as well.
by Aeonic
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

george moromisato wrote:Also, in the future I will provide a way to prevent an item from being uninstalled.
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.
by Aeonic
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...
by Aeonic
Tue Dec 08, 2009 6:41 am
Forum: Ideas & Suggestions
Topic: Shields
Replies: 18
Views: 6837

I kind of like the flashing too, since when things start flashing a lot, that kind of tells me its time to leave. But if other people don't like it then maybe there could be some kind of preference to turn it on or off implemented at some point. Flashing armor segments seems like a good idea too.
by Aeonic
Tue Dec 08, 2009 6:38 am
Forum: Ideas & Suggestions
Topic: Long Range Sensor enhancements and Cloaks.
Replies: 10
Views: 4022

I think just having a group of cloaked enemy ships suddenly appear next to you and start firing would be freaky enough to make it worthwhile.
by Aeonic
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 ...
by Aeonic
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...
by Aeonic
Tue Dec 08, 2009 5:02 am
Forum: Shipyards
Topic: Me Bad At TransScript: OnDestroy
Replies: 10
Views: 3770

Why have them in the loot at all if they're useless and just take up space and get in the way? All they're doing is creating more junk to sort through.