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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
5thHorseman
Posts: 1670
Joined: Sat Mar 02, 2013 2:29 am
Location: On the bridge of The Potential
Contact:

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

Postby 5thHorseman » Fri Sep 25, 2015 5:40 am

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!
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
MrRazerWolf
Posts: 36
Joined: Tue Jul 01, 2014 1:02 am

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

Postby MrRazerWolf » Fri Sep 25, 2015 5:57 am

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
[CENTER]Image[/CENTER]
User avatar
Anistuffs
Posts: 39
Joined: Sat Mar 28, 2015 12:32 pm
Contact:

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

Postby Anistuffs » Sat Feb 27, 2016 4:50 pm

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.
Anistuffs - The Indian Let's Player.
Here's my Youtube channel with over 1500 LP videos: https://www.youtube.com/user/Anistuffs
Why not pop over and say hi :)
Braxbro
Posts: 78
Joined: Thu Mar 17, 2016 7:58 pm
Location: The Pew-pew (Chain Vulcan gunship)

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

Postby Braxbro » Thu Mar 17, 2016 8:18 pm

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
Kestrel A,B,C - Engi A,B,C - Stealth A - Zoltan A,B

Mantis board your teleporter. "They definitely can't just teleport us back onto our ship... these fleshy meatsacks are too dumb..."

"If we have AI, why not artificial stupidity?"
Braxbro
Posts: 78
Joined: Thu Mar 17, 2016 7:58 pm
Location: The Pew-pew (Chain Vulcan gunship)

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

Postby Braxbro » Tue Mar 22, 2016 3:57 pm

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.
Kestrel A,B,C - Engi A,B,C - Stealth A - Zoltan A,B

Mantis board your teleporter. "They definitely can't just teleport us back onto our ship... these fleshy meatsacks are too dumb..."

"If we have AI, why not artificial stupidity?"
Braxbro
Posts: 78
Joined: Thu Mar 17, 2016 7:58 pm
Location: The Pew-pew (Chain Vulcan gunship)

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

Postby Braxbro » Tue Mar 22, 2016 4:00 pm

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?
Kestrel A,B,C - Engi A,B,C - Stealth A - Zoltan A,B

Mantis board your teleporter. "They definitely can't just teleport us back onto our ship... these fleshy meatsacks are too dumb..."

"If we have AI, why not artificial stupidity?"
User avatar
mr_easy_money
Posts: 616
Joined: Fri May 29, 2015 9:05 pm
Location: A galaxy far, far away

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

Postby mr_easy_money » Tue Mar 22, 2016 8:03 pm

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
Braxbro
Posts: 78
Joined: Thu Mar 17, 2016 7:58 pm
Location: The Pew-pew (Chain Vulcan gunship)

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

Postby Braxbro » Tue Mar 22, 2016 8:11 pm

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
Kestrel A,B,C - Engi A,B,C - Stealth A - Zoltan A,B

Mantis board your teleporter. "They definitely can't just teleport us back onto our ship... these fleshy meatsacks are too dumb..."

"If we have AI, why not artificial stupidity?"
KillerCarcus
Posts: 1
Joined: Fri Jun 22, 2018 9:41 am

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

Postby KillerCarcus » Fri Jun 22, 2018 9:43 am

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
User avatar
5thHorseman
Posts: 1670
Joined: Sat Mar 02, 2013 2:29 am
Location: On the bridge of The Potential
Contact:

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

Postby 5thHorseman » Fri Jun 22, 2018 11:01 pm

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.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."

Who is online

Users browsing this forum: No registered users and 9 guests