Search found 204 matches

by TaxiService
Tue Jan 28, 2014 1:22 am
Forum: Mod Development
Topic: Mod Testing Environment (1.2) (AE Compatible)
Replies: 57
Views: 84952

Re: [MOD] Ship Testing Environment (1.0)

First of all, i meant to release an update many hours ago. I didn't because i'm kinda sick with some very obnoxious ailments. My nose sounds like a motorcycle and clogs every fifteen seconds. My body feels super weak, my head has been hurting non-stop, etc. BUT...! thanks to tylenol and more drugs i...
by TaxiService
Sun Jan 26, 2014 2:18 am
Forum: Mod Development
Topic: Mod Testing Environment (1.2) (AE Compatible)
Replies: 57
Views: 84952

Re: [MOD] Ship Testing Environment (1.0)

@R4V3-0N: Sure! Like, this pack has been made to be used..! : P @MightyKebab: A better question would be why destroying it? It was you that chose to be destroyed by it some moments earlier, after all. Why do you want to kill it now then? It is a very deep question. (psst..! not really! i'm just tryi...
by TaxiService
Sat Jan 25, 2014 4:46 pm
Forum: Mod Development
Topic: Mod Testing Environment (1.2) (AE Compatible)
Replies: 57
Views: 84952

Re: [MOD] Ship Testing Environment (1.0)

Yeah, i wanted to add that earlier but then i didn't. : P

I'm also working on letting the user choose environmental hazards before fights/boarders, and also adding support for user defined events! It's gonna be pretty cool. : ) stay tuned!
by TaxiService
Sat Jan 25, 2014 4:00 am
Forum: Mod Development
Topic: Mod Testing Environment (1.2) (AE Compatible)
Replies: 57
Views: 84952

Mod Testing Environment (1.2) (AE Compatible)

AE-compatibile update released! Many thanks to featherwings for wrapping it up. : ) New Features - AE compatibility . Not only has the testrel been updated to include slots for all of the AE systems, but the images have been fixed so it once again looks like a proper ship. - AE environments (pulsar...
by TaxiService
Sat Jan 25, 2014 2:30 am
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40913

Re: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)

I appreciate your encouragement and thank you for your story with the ol' triggernaut. : )
In the future I hope I'll learn how to make ships not feel so hopeless to use! : P
by TaxiService
Wed Jan 22, 2014 11:47 am
Forum: Working Mods
Topic: [SHIP] The Moke & Firestarter (3.0, for AE)
Replies: 51
Views: 49982

Re: [SHIP] The Moke & Firestarter (2.2)

Oi! Thanks for your run with the Firestarter, man! I've added a link to it to the original post. : )

And yeah, the original idea was to have a shield-piercing beam that would have a 100% fire chance, then it kinda evolved from there and i came out with the thing you played with. : |
by TaxiService
Tue Jan 21, 2014 2:09 am
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40913

Re: [SHIP] The Crimson Lady & Ol' Triggernaut (2.1)

Updated the pack to 3.0. It should fix balancing and all the bugs. Here's a quick changelog. 3.0 - Fixed all the graphical bugs. (hopefully) - Major rebalancement: -- Removed starting drone control systems from both ships. -- The Ol' Triggernaut now starts with shields. -- The Ol' Triggernaut starts...
by TaxiService
Sun Jan 19, 2014 1:55 pm
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40913

Re: [SHIP] The Crimson Lady & Ol' Triggernaut (2.1)

You're just not trying hard enough then, Kevin. In fact i'm already working on an update that will remove the cloak from layout A too. Yeah, it would make sense for a smuggler ship to have cloak, and yes, it would make sense for an asteroid-miner to have shields, but both these ships are pretty old....
by TaxiService
Sat Jan 18, 2014 9:04 pm
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40913

Re: [SHIP] The Crimson Lady (2.0)

Bumping for the update's sake. Layout B is now available, check it out!
by TaxiService
Fri Jan 17, 2014 9:34 pm
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40913

Re: [SHIP] The Crimson Lady (1.1)

0_0 holy-- i-i'm glad that the hole in the hull was large enough to fit that gun of yours, lol. Looks pretty neat! Also thank you! : ) And by looking at your screenshot i noticed i might have mistaken the glow images..? Isn't yellow supposed to be for the maximum skill level instead of green? I'll h...