Search found 21 matches

by assistancerobot
Tue Mar 29, 2016 1:22 am
Forum: Working Mods
Topic: [Tarazed Series][Ship]Blue-Jay
Replies: 7
Views: 7466

Re: [Mod][Ship]Blue-Jay

Oh thx! i didnt know there was a 8 system limit :oops: ill just probally remove the second one. You never played a vanilla ship, bought three systems and then wondered why you couldn't have Hacking, Mind Control, Cloaking, Drones and a Teleporter all on the same vessel? Yeah, dual artillery should ...
by assistancerobot
Mon Mar 28, 2016 10:45 am
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 464741

Re: Hurray! Another multiplayer clone project. :)

The_Bear wrote:
assistancerobot wrote:
The_Bear wrote:Tell me what you think.

I like this black version better

plz add it to the game

Its in the game, you just can't use it. Spektor said it was going to be in the scenario for Singleplayer/Coop, but I don't know when that's going to be added.


aw , I wanted to use it in multiplayer
by assistancerobot
Mon Mar 28, 2016 1:38 am
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 464741

Re: Hurray! Another multiplayer clone project. :)

The_Bear wrote:Image
Tell me what you think.

I like this black version better

plz add it to the game
by assistancerobot
Mon Mar 28, 2016 12:45 am
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 464741

Re: Hurray! Another (super slow) multiplayer clone project. :(

my computer has been downloading the server data for 30 minutes now...
and then when it finishes I glitch out!!
by assistancerobot
Sun Mar 27, 2016 6:02 pm
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 464741

Re: Hurray! Another multiplayer clone project. :)

just another clone? JUST ANOTHER CLONE? JUST ANOTHER CLONE?!?!?

somebody finally made working multiplayer!
except one problem : the server takes a while to laod.
by assistancerobot
Mon Dec 28, 2015 9:10 pm
Forum: Working Mods
Topic: [MOD] Playable rebels ships Advenced Pack 1.0 Out ! 7 news ships added
Replies: 47
Views: 43852

Re: [MOD] Playable rebels ships

nono333 wrote:New version of the pack out ! : https://www.dropbox.com/s/07x2lq4i676i6 ... k.ftl?dl=0
miniship/glow and others bugs fixed

DONT REMOVE THE GLOW!!!
It makes your ships look 8-) (Cool)
by assistancerobot
Thu Nov 26, 2015 2:38 am
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 288
Views: 190212

Re: [MOD][WIP] Stations Job

Just a though: It might be worth to check if req="reactor" lvl="x" works. That would be awesome, cause this way you could gauge the players upgrade progress very directly, which in return would allow you to simulate dynamic enemy progression. That's how the game scales enemies (...
by assistancerobot
Thu Nov 12, 2015 12:53 am
Forum: Working Mods
Topic: [SHIP][AE] The Tardis (Re-Mastered) [v014]
Replies: 54
Views: 37263

Re: [SHIP][AE] The Tardis (Re-Mastered) [v014]

Figured I'd weigh in here: The 0 power consumption is deliberate - I wanted the Screwdriver to feel more like a tool or a power up than a standard weapon The fact that it is buggy and requires other weapons to be active is not deliberate - if I had the choice it would always be active and usable Ho...
by assistancerobot
Wed Nov 11, 2015 8:39 pm
Forum: Working Mods
Topic: [SHIP][AE] The Tardis (Re-Mastered) [v014]
Replies: 54
Views: 37263

Re: [SHIP][AE] The Tardis (Re-Mastered) [v014]

are yo sre the screwdriver is deliberate?
by assistancerobot
Wed Nov 11, 2015 2:27 am
Forum: Working Mods
Topic: [SHIP][AE] The Tardis (Re-Mastered) [v014]
Replies: 54
Views: 37263

Re: [SHIP][AE] The Tardis (Re-Mastered) [v014]

weapons with 0 power requirements don't work properly , so to fix sonic issue , you need to make it require power :D :geek: :D They work just fine. You just need to activate a gun that uses power to make it function. yes but gencool mentions at the starting beacon that there are issues with the son...