Search found 461 matches
- Fri Dec 11, 2009 1:19 am
- Forum: Mod Announcements
- Topic: Molotok
- Replies: 20
- Views: 12449
The thrust and mass are already defined by the existing Molotoks. You want to fly a Molotok, you get a Molotok, not some funky ship that looks like a Molotok. As far as the model being cleaner, just assume its a newer model (cuz it is) and not as well used. I agree that the MAG launcher feels overpo...
- Thu Dec 10, 2009 7:16 pm
- Forum: Mod Announcements
- Topic: Molotok
- Replies: 20
- Views: 12449
Okay you can get it from Xelerus now. Molotok-class heavy gunship I've opted against replacing the default ship, since I don't want to interfere with other mods such as adding a Molotok wingman. I also left it with a standard MAG launcher and a few 400 MAGs, instead of developing a portable MAG laun...
- Thu Dec 10, 2009 6:08 pm
- Forum: Commonwealth
- Topic: Ship Anomaly [SPOILER]
- Replies: 27
- Views: 13215
- Thu Dec 10, 2009 6:06 pm
- Forum: Mod Announcements
- Topic: Molotok
- Replies: 20
- Views: 12449
- Thu Dec 10, 2009 9:36 am
- Forum: Mod Announcements
- Topic: Molotok
- Replies: 20
- Views: 12449
I'll have the player version all setup and ready to go as soon as I give it some proper starting equipment. At the moment its a fairly high-end ship if a little difficult to fly. I've created some light ceramic armor for it and I want to give it a disposable MAG launcher as well. The trident cannon ...
- Thu Dec 10, 2009 8:53 am
- Forum: Mod Announcements
- Topic: Molotok
- Replies: 20
- Views: 12449
- Thu Dec 10, 2009 7:26 am
- Forum: Mod Announcements
- Topic: Molotok
- Replies: 20
- Views: 12449
I render ships in 400x400 images, merge them into one image with Photoscape, and then resize them to a desired size - in this case 64x64 - with Paint Shop Pro 7. Reducing the size by that much is generally enough to smooth out most rough edges, unless the ship is in the 200x200 range to begin with. ...
- Thu Dec 10, 2009 5:35 am
- Forum: Ideas & Suggestions
- Topic: guide dang it
- Replies: 40
- Views: 19393
- Thu Dec 10, 2009 5:31 am
- Forum: Mod Announcements
- Topic: Molotok
- Replies: 20
- Views: 12449
- Wed Dec 09, 2009 7:44 pm
- Forum: Commonwealth
- Topic: Ship Anomaly [SPOILER]
- Replies: 27
- Views: 13215
shield3
The shieldbuster MAG is the only thing that has it. So what exactly does the shield# attribute do?
- Wed Dec 09, 2009 7:52 am
- Forum: Ideas & Suggestions
- Topic: Weapon Damage Display w. Alternating
- Replies: 3
- Views: 1901
Weapon Damage Display w. Alternating
I was just noticing something in the way weapon damages are displayed with alternating configurations that could be very misleading. I was experimenting with a quad turbolaser that alternates between four points. In order to match the damage done by the dual turbolaser, I had to double the firing ra...
- Wed Dec 09, 2009 6:59 am
- Forum: Ideas & Suggestions
- Topic: Long Range Sensor enhancements and Cloaks.
- Replies: 10
- Views: 4000
- Tue Dec 08, 2009 10:19 pm
- Forum: Ideas & Suggestions
- Topic: Shields
- Replies: 18
- Views: 6814
That's too late to do any good at all unless you're using something like worldship plate. That's not true at all. If you're in the midst of a firefight where you're taking so much damage that the 25% armor that you have remaining won't help you, then you are probably screwed to begin with and red f...
- Tue Dec 08, 2009 9:29 pm
- Forum: Ideas & Suggestions
- Topic: Shields
- Replies: 18
- Views: 6814
You already have the sound and impact graphic changes to warn you when your shields are being bypassed. The red flashing would just be to warn you that you're going to die soon if you don't do something about it. I was thinking it would start happening at the same time as when your armor reaches its...