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 Post subject: Re: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Tue 14 May, 2013 11:44 pm 
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Shortbus
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Joined: Wed 08 May, 2013 5:12 am
Posts: 9
Location: The Clockwork Mothership
Nice mod!

I fell in love with your mod as soon as I stated playing it! Really, nice work!

But there is just ONE probabulem(problem). The deployables on turrets? Come on man xD

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 Post subject: Re: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Wed 15 May, 2013 1:35 am 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
I use this mod quite a lot too.

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 Post subject: Re: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Thu 30 May, 2013 11:25 am 
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Shortbus
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Joined: Mon 07 May, 2012 2:21 am
Posts: 6
I love the mod but I still like to play with my very tiny personal mod. (Which only changes the sunspot and hangar space.)

So i though, "I'll just merge them, everything'll be fine." Then I make a sad discovery.

"ArcXera\gameScripts\datablocks\ships\Hulls\" only contains a 'hugeHulls.cs.dso' and not the un-compiled variant, and out of the two files that my mod alters? Yup; that's one of them.

(There's also no un-compiled version of 'hugeDesigns.cs.dso' but that's less of an issue [for me at least].)

Could you upload a copy with the un-compiled .cs versions please?

(Everything seems to work fine with my version of the file so I don't know what you changed but it still bugs me.)

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 Post subject: Re: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Tue 11 Jun, 2013 8:38 pm 
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Shortbus

Joined: Tue 11 Jun, 2013 8:34 pm
Posts: 1
I love this mod, although I think that the constant beams sorta break the game. Also could you try making the omni-turret a separate turret? Just a small suggestion.

Other than that this is great, just wish there were specialized ships to use them.


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 Post subject: Re: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Tue 11 Jun, 2013 10:53 pm 
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Volley
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Joined: Sat 05 May, 2012 11:24 am
Posts: 569
When I played, I played with this mod exclusively. I tried the others but, this seems the best fit for me. Fucking DRONES, DRONES, DRONES, AND MORE DRONES!

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 Post subject: Re: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Tue 25 Jun, 2013 9:19 am 
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Boomerang
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Joined: Mon 23 May, 2011 6:27 pm
Posts: 253
Location: UK
Synthlight wrote:
I love the mod but I still like to play with my very tiny personal mod. (Which only changes the sunspot and hangar space.)

So i though, "I'll just merge them, everything'll be fine." Then I make a sad discovery.

"ArcXera\gameScripts\datablocks\ships\Hulls\" only contains a 'hugeHulls.cs.dso' and not the un-compiled variant, and out of the two files that my mod alters? Yup; that's one of them.

(There's also no un-compiled version of 'hugeDesigns.cs.dso' but that's less of an issue [for me at least].)

Could you upload a copy with the un-compiled .cs versions please?

(Everything seems to work fine with my version of the file so I don't know what you changed but it still bugs me.)


'fraid not -- I don't have those files myself. The original author of them basically disappeared; hasn't been on the forums for a touch over a year now.

What they do is add the Citadel and Vespa from this thread. So you can safely get rid of them if you don't want those ships.

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 Post subject: Re: ArcaTech Armoury & Munitions [R3 Out!]
PostPosted: Sat 18 Apr, 2015 10:03 pm 
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Shortbus

Joined: Mon 13 Apr, 2015 9:38 am
Posts: 8
Dude, I noticed you mentioned Car Wars in one of your posts (at least that's the only table top I know of that uses cars)....very cool :)


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