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    1. Ezekial Alexander

      Pirate and AI

      They can use any weapon, lock on included. (In fact, they don't have the lock delay) Though, note, they will always trying to go to the max range of the longest range weapon currently installed on the main ship. They can't use defensive effects (yet) Aux power is default on for AI and stations
    2. Ezekial Alexander

      Power flow though docks...

      I believed the shield rechargers drew from upstream...but now I'm not totally sure
    3. Ezekial Alexander

      To missile or not to missile

      You've given me an excellent idea for a missile pod turret :-D
    4. Ezekial Alexander

      To missile or not to missile

      In fact, your own c/c's will do it. I made the unfortunate choice of putting m/b in the middle of a c/c waffle board on a turret...damn thing shot down like 90% of its own missiles
    5. Ezekial Alexander

      Ghost Rails

      I'm of the opinion that the turret/ docked entity shouldn't deactivate, but instead should just lose shield/power/defensive support from the main entity. This way, if you make a self sufficient turret, it will keep doing its thing, as it has in the past (just without the ability to pivot in at...
    6. Ezekial Alexander

      Turret Blueprint placement

      You can always slap a shipyard together and spawn them in one spot to make it easier, but it is still a pain
    7. Ezekial Alexander

      Defensive computer effects

      Ship doze does matter as the effects are based off of percentage of blocks used for each effect. See: A Simple Graph for Weapon Linking
    8. Ezekial Alexander

      Spawn entities on rails from blueprints

      We can spawn docks...you'd think we could do blueprints from the same mechanism
    9. Ezekial Alexander

      New cannon/explosive mechanics

      Range doesn't necessarily dictate penetration. You can adjust it with the weapon ratios. That said, if the explosion system reduced pen, it would be much simpler.
    10. Ezekial Alexander

      New cannon/explosive mechanics

      I'd prefer to see cannon/ explosive penetrate, then explode at the end of the penetration (bunker buster style). of course, if you're using a system way too big for the target, it passes through without exploding, giving some depth to the combat
    11. Ezekial Alexander

      Dev Blog : December 6th

      So close, yet so far. Looking forward to it in its completed glory!
    12. Ezekial Alexander

      Fleet minning not working?

      I had that happen when I accidentally f1+f8ed a test target while in another ship. not sure if that's intended either, but I found it interesting.
    13. Ezekial Alexander

      Dev Build Watch

      Did you do it under mass spawn menu and assigned the faction there?
    14. Ezekial Alexander

      Turrets half working

      In the second clip, it looks like the turret is turning fine, then suddenly has issues turning. can you sit in the barrel of the turret and turn 360 with the barrel at all elevations? My guess would be something is clipping at a specific angle
    15. Ezekial Alexander

      Okay... this game makes my FX 8350 run hot!

      I used to have CPU heat issues too. Turns out my CPUs dedicated fan was much dirtier than I appreciated from the outside. I had to take it off and scrub it out. After that I was golden.
    16. Ezekial Alexander

      Sexy Turret Competition

      6 block damage radius (solid mass) or can damage blocks 6m away (through open space)?
    17. Ezekial Alexander

      Sexy Turret Competition

      I was under the impression that the explosion effect on cannons was still limited to 1 block (10% effect)
    18. Ezekial Alexander

      Solar Reaving

      I would love to see solar panels on stations
    19. Ezekial Alexander

      Solar Reaving

      Eventually extinguishing the star? That could be problematic from a system standpoint. Of course, unlimited resources would be as well.
    20. Ezekial Alexander

      Light Flicker On Damage

      I'd like to see entity wide flickering on power grid damage...but not at the expense of performance