
Search found 33 matches
- Mon Sep 24, 2012 4:28 am
- Forum: Discussion
- Topic: Enemy ship flees with my mantises on board
- Replies: 25
- Views: 15741
Re: Enemy ship flees with my mantises on board
It's a shame that fighting for the controls of a ship is useless. You manage to barricade yourself inside the bridge, but then the enemy waltzes in, uses one arm to kunfu your guys while his other arm is configuring an FTL jump. 

- Mon Sep 24, 2012 4:06 am
- Forum: Working Mods
- Topic: [MOD] Recalibrating Protocols
- Replies: 20
- Views: 26897
Re: [MOD] Recalibrating Protocols
A general question to everyone. Would you rather see new weapons or new events? New weapons would be similar to what you already see in the game. It would be just mostly alternate versions or overpowered versions of existing weapons (similar to how other weapon mods do it). New events would be more ...
- Fri Sep 21, 2012 3:20 pm
- Forum: Discussion
- Topic: Let's Brainstorm some Events/Scenarios
- Replies: 9
- Views: 5851
Re: Let's Brainstorm some Events/Scenarios
Brainstorm events? Easy. Simply copy every Star Trek episode, make some adjustments to make it work ingame.
- Fri Sep 21, 2012 12:03 pm
- Forum: Discussion
- Topic: Unlocking new ships is way too difficult
- Replies: 50
- Views: 31349
Re: Unlocking new ships is way too difficult
The problem is that each ships requires a whole bunch of pieces to fall into place, and there's too many pieces. Like get X component and upgrade it to level X, while having a crewmember of a specific race, and you have to be in a specific system and be lucky enough to find a specific event, and the...
- Thu Sep 20, 2012 11:39 pm
- Forum: Working Mods
- Topic: [MOD] Recalibrating Protocols
- Replies: 20
- Views: 26897
Re: [MOD] Recalibrating Protocols
Was it your intention for crew to be instagibbed by nearly every missile in the game? I mind it only sometimes in that it can be vexing (like most everything else). But it's a little imba to have 3 people in your med bay get hit by a missile and die instantly. There should only be one missile capab...
- Thu Sep 20, 2012 1:39 pm
- Forum: Working Mods
- Topic: [MOD] Recalibrating Protocols
- Replies: 20
- Views: 26897
Re: [MOD] Recalibrating Protocols
Some odd changes here. A 10% chance of fire is not a trivial amount; Ion weaponry should not have any chance of starting a fire. A bit of an odd change on the beam weapons making them require less power and have higher cooldowns - Glaive+Igniter is ridiculously strong, and it's even stronger here. ...
- Thu Sep 20, 2012 2:59 am
- Forum: Working Mods
- Topic: [MOD] Recalibrating Protocols
- Replies: 20
- Views: 26897
Re: [MOD] Recalibrating Protocols
I just released a hotfix that everyone should download. See the first page for the link. One of the missile launchers was a bit OP, which made the game very hard past the mid game. It basically DESTROYED half your shields with each hit, that's not what I intended for that missile launcher. It happen...
- Wed Sep 19, 2012 11:46 pm
- Forum: Mod Development
- Topic: [MODDING] choice hidden="true"
- Replies: 4
- Views: 5007
Re: [MODDING] choice hidden="true"
I added it to the tutorial text to see if there are any noticable differences, but there aren't. It must be something technical that goes on in the background. Not sure what.
- Wed Sep 19, 2012 11:29 pm
- Forum: Discussion
- Topic: Puzzled about O2
- Replies: 14
- Views: 8973
Re: Puzzled about O2
There should be an easily noticable warning coming up when no Oxygen is being produced, because this is a very big deal that can easily kill you. Like some sort of alarm sound.
- Wed Sep 19, 2012 9:22 pm
- Forum: Working Mods
- Topic: [MOD] Recalibrating Protocols
- Replies: 20
- Views: 26897
Re: [MOD] Recalibrating Protocols
Alright guys, version 1.1 is out. Check the first post for the link. It brings many new changes. Some events will have bigger consequences for informing the fleet of your location. There's also some balancing tweaks. But the biggest change is that missiles have been completely reworked. Missiles hav...