To keep the system simple, I'd tie the system into entity control like storage is now. Because otherwise you have to come up with some convoluted accounting system. This way you can also have homebases/factions wealth combined for making large purchases or exchanges (faction privileges would...
a mobile repair bay does sound kinda cool on mother ships and the like. something like having far smaller dimensions.
not too sure about it in general though. the problem comes when there's no distinguishing between what's a "drone", a "fighter" or even a really compact battlecube. so then it...
I found a related post in the BugTracker: ⚓ T1931 unlinking/removing factory link with shop module causes crash
But it took a bit to find and searching for my problem here on the stardock didn't yield me any results, so I thought I'd bring it to the forefront here.
I tried removing a shop...
I think i posted too soon. i dont think we're having the same issue.
but i do have a critical error when trying to log in. just i think its different from yours. mine isn't an eofe
modular core and modular connector, build systems on the modular core and then attach to the modular connector on the main body (ship core).
when integrated they don't show up and can't be locked on to. UNLESS! you scan in-which-case it reveals the systems locations. helpful for smaller combat...
Add the ability to link Lights to Factories or Effect Computers.
When the Factory or Effect is 'Active' the light will light up. Or maybe link a 'Not' logic between the two.
The problem with using a switch or button to turn on/off a factory is you don't know if the factory is already in use...
The problem with a static math formula is most people dont factor in differences in weapon abilities. A lazer that *might deal a million damage over a minute and a swarm of autolock missles that collectively deal a million damage upfront with little to interaction cant be formulated because the...
A simple yet effective feature.
Being able to slave a display module to another "master" display module so that information could be updated among all slaved displays. This way you avoid the tedium of having to update each display manually. Restricted to the entity the displays are on of...
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