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Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 9:08 am
by 5thHorseman
Frawstcrabs wrote:Good news everyone!
I have updated the mod to AE!
If the creator wants me to, I'll post a link to download.
Note: The reactor is a bit bugged, but it is still 80 power bars to use.
By all means, though I have the same question: How is it bugged? Does the game crash?
If the bug isn't that bad, I'll update the first post. I don't want anything I promote to have too bad a bug though

Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 5:03 pm
by Frawstcrabs
5thHorseman wrote:Frawstcrabs wrote:Good news everyone!
I have updated the mod to AE!
If the creator wants me to, I'll post a link to download.
Note: The reactor is a bit bugged, but it is still 80 power bars to use.
By all means, though I have the same question: How is it bugged? Does the game crash?
If the bug isn't that bad, I'll update the first post. I don't want anything I promote to have too bad a bug though
By bug, it's just a small visual bug, it doesn't affect the gameplay.
EDIT: for some reason running the game again with the exact same code makes it crash >:(
I'll keep working on a fix.
Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 5:47 pm
by kestreladmiral
Frawstcrabs wrote:Good news everyone!
I have updated the mod to AE!
If the creator wants me to, I'll post a link to download.
Note: The reactor is a bit bugged, but it is still 80 power bars to use.
By all means get this link posted ASAP!!
Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 6:10 pm
by Frawstcrabs
I bring news on the Potential update.
I did some testing, and AE appears to have a reactor limit set to 60. Anything above that crashes the game on start.
Is 60 power bars okay?
Still have no idea how 80 worked that one time.
Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 6:23 pm
by kestreladmiral
Frawstcrabs wrote:I bring news on the Potential update.
Is 60 power bars okay?
OKAY!? That's awesome. Considering the normal reactor limit is 25 power bars, and 60 is like twice that, I'd say yeah, it's more than okay. Although 80 would still be nice

Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 6:24 pm
by 5thHorseman
Frawstcrabs wrote:I bring news on the Potential update.
I did some testing, and AE appears to have a reactor limit set to 60. Anything above that crashes the game on start.
Is 60 power bars okay?
Still have no idea how 80 worked that one time.
60 is fine. I had heard that something smaller (35 I think) was the cap and was willing to do that. It was a very rare run that I didn't have at least 10 power bars free in an ion storm in late sectors. 60 should be functionally identical to 80.
The big problem I had was placing all the rooms and whatnot without SL to make it easier. If you've done that in a way that's even remotely close to what I wanted I'd like to take it and add a few tweaks that I'd planned (Up to L12 weapons and drones, for one, so you could in theory have 3 P4 weapons and 3 P4 drones running at the same time)
Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 6:44 pm
by Frawstcrabs
5thHorseman wrote:Frawstcrabs wrote:I bring news on the Potential update.
I did some testing, and AE appears to have a reactor limit set to 60. Anything above that crashes the game on start.
Is 60 power bars okay?
Still have no idea how 80 worked that one time.
60 is fine. I had heard that something smaller (35 I think) was the cap and was willing to do that. It was a very rare run that I didn't have at least 10 power bars free in an ion storm in late sectors. 60 should be functionally identical to 80.
The big problem I had was placing all the rooms and whatnot without SL to make it easier. If you've done that in a way that's even remotely close to what I wanted I'd like to take it and add a few tweaks that I'd planned (Up to L12 weapons and drones, for one, so you could in theory have 3 P4 weapons and 3 P4 drones running at the same time)
Sorry, I'm new to this forum, but SL?
If youre talking about the room layout, I made an image to help me map the rooms and doors. If it helps, i can send you the image.
EDIT: OOOOOOOHHHHHHH superliminal. yeah, i learned how to code a ship from scratch actually, using a grid and the room layout to map the rooms.
Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 6:59 pm
by Frawstcrabs
But since I probably can't help anymore than the creator can, I'll just upload the damn thing.
http://www.mediafire.com/download/koe43nmmlb6ogrb
LET THE DOG PILE BEGIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIN
(tell me if it crashes)
For 5thHorsy: here's the image i was talking about:
https://www.mediafire.com/?4323bw7uokppt69
(HOW DO I IMAGE ON THIS FORUM)
Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 7:59 pm
by R4V3-0N
Horseman, want me to slap on pirate markings and have a type B going? (after SL-2 is done)
I think it would be cool to have the type B the apposite, normal starting power but has every system in game.
Re: [SHIP] The Potential - NOT UPDATED FOR AE
Posted: Tue May 20, 2014 8:03 pm
by Frawstcrabs
R4V3-0N wrote:Horseman, want me to slap on pirate markings and have a type B going? (after SL-2 is done)
I think it would be cool to have the type B the apposite, normal starting power but has every system in game.
I can code you that :3