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Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Fri Sep 25, 2015 5:40 am
by 5thHorseman
MrRazerWolf wrote:The frontal weapon mount (at least in my download) was off set a bit away from the hull so it looked a bit odd, before i ask for a fix im redownloading and double checking.

Edit: Yes it is a bit off and does look a bit odd, just something I noticed and most can probably deal, ill leave it up to your discretion whether to patch or not.

Image


Hmmm.

Actually, I don't think it's the weapon that's off, but the hull. I wonder how that happened. Anyway, I've uploaded a fixed version. Good eye!

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Fri Sep 25, 2015 5:57 am
by MrRazerWolf
You welcome! I noticed the first time I loaded it up, i started with a start behind the hull so it made it pretty obvious :P

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Sat Feb 27, 2016 4:50 pm
by Anistuffs
So I finally got around to playing this ship and I noticed a visual bug. The cloaking room's tile has a fading in-out black square in the top left when cloaked. I'm guessing that's a misplacement of the cloaking console maybe? Anyway, nothing too serious but just figured to let you know.

Also, maybe get rid of the 2nd download (the one for non-AE)? I downloaded that first and when I tried to start a run, the game crashed, both with AE disabled and enabled. Also, it doesn't have a mini-beam of the 1st download.

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Thu Mar 17, 2016 8:18 pm
by Braxbro
Love this ship. I managed to get it to work... and let's just say that I had a glorious run.

Weapons:
3x Chain Vulcan

Drones:
2x Defense II
1x Shield Overcharge

Augments:
Zoltan Shield
Stealth Weapons
Weapon Pre-Igniter
(Before I swapped to my final armaments, i had two scrap recover arms and a zolt shield)

Systems:
Piloting 3
Engines 4
Shields 10
Weapons 12
Drones 10
Cloak 3
Clonebay 3
Teleporter 3
Mind Control 1
Sensors 4*
Doors 4*

Manned bonus

Crew:
El Nub Nub the Engi
El Nub Nub the Engi
El Nub Nub the Engi
Puny Human the Human
Sploder the Zoltan (he was the one I got from the Zoltan quest)
Fire Repellant the Rockman
Fate the Mantis
Death the Mantis

yeah...

I think it's safe to say that I was rediculously OP by the end of that...

:D

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Tue Mar 22, 2016 3:57 pm
by Braxbro
An idea I had for a type B was that it started with 60 power (Same theme, right? Nope), a lvl 3 teleporter, a lvl 3 clonebay, one Basic Laser, no drones, one shield barrier, lvl 1 engines, lvl 1 piloting, no sensors, and no doors. It would get 2 Engi and one human. The teleporter would be two man.

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Tue Mar 22, 2016 4:00 pm
by Braxbro
Braxbro wrote:An idea I had for a type B was that it started with 60 power (Same theme, right? Nope), a lvl 3 teleporter, a lvl 3 clonebay, one Basic Laser, no drones, one shield barrier, lvl 1 engines, lvl 1 piloting, no sensors, and no doors. It would get 2 Engi and one human. The teleporter would be two man.

Though... it would need Oxygen... so maybe add that instead of Weapons?

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Tue Mar 22, 2016 8:03 pm
by mr_easy_money
Braxbro wrote:a lvl 3 teleporter, a lvl 3 clonebay

these seem awfully high at start. however, pumping both down to level 1 seems too low considering the starting crew.
maybe make one of them lvl 2, and the other lvl 1 or 2

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Tue Mar 22, 2016 8:11 pm
by Braxbro
mr_easy_money wrote:
Braxbro wrote:a lvl 3 teleporter, a lvl 3 clonebay

these seem awfully high at start. however, pumping both down to level 1 seems too low considering the starting crew.
maybe make one of them lvl 2, and the other lvl 1 or 2

Well, the idea is that you don't have ANY damage potential without boarding. Lvl 3 in both would be fine; after all, your boarders are Engi. :P

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Fri Jun 22, 2018 9:43 am
by KillerCarcus
Hi, I was wondering. HOW THE HELL DOES THIS WORK.

Sorry but I have tried everything to download this but it doesn't replace my kestrel

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Posted: Fri Jun 22, 2018 11:01 pm
by 5thHorseman
KillerCarcus wrote:Hi, I was wondering. HOW THE HELL DOES THIS WORK.

Sorry but I have tried everything to download this but it doesn't replace my kestrel


How much experience do you have modding the game? Do other mods work?

I've not really looked at this in about 2 years but the game also hasn't changed. The standard modding process should work for it.