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 Post subject: Fight For Universe: True Origin (v0.93.4)
PostPosted: Thu 31 May, 2012 10:33 pm 
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WARNING! THIS MOD SHOULD BE PLAYED ON INSANE DIFFICULTY ONLY!

Rez. Rez is power. Whoever controls flow of Rez, controls everything. Rez attracts people, explorers, researchers, magnates. Attraction of Rez so powerful, those even whole corporations are built only on idea of gathering Rez. But now it attracted something more deep and unknown, something more powerful, something that this galaxy never seen. And it's up to you to discover it...

Download Links:
Fight For Universe v0.93.4 - lets say its very good beta, but still some things is left to do.
www.dropbox.com/s/c8xs6qp8d468a5t/FightForUniverseTO_v0.93.4.7z
Chapter 4 Broken Save Game for Debugging - (almost) all modules and enough resources to test them. Enjoy (or suffer)!
www.dropbox.com/s/kz9joksfigym70v/b_save_ffu_to_092.7z
Older releases of the Fight For Universe (they might be more stable than latest release):
www.dropbox.com/s/xy9ifm5kzuu0hrl/FightForUniverseTO_v0.93.7z
www.dropbox.com/s/bcfiubvofuhjkzu/FightForUniverseTO_v0.92.7z

Everybody who encounters error or something that didn't worked as intended, while playing my mod, before posting "X is not works!" follow these steps:
1) Upload here your console.log file, that reside in: steam\steamapps\common\space pirates and zombies\
2) Upload your last save prior to error, that reside in: c:\users\%username%\appdata\roaming\minmaxgames\spacepiratesandzombies\b_save\
3) Make an detailed description of actions you made and error that followed them. I'm not a telepathic and can't find reason behind the crash without your help.
4) Don't ask me for help and tell me that there is error if you edited some of my mod files or added other files/mods to my mod, it's your own fault!


Bug that occurs some times, but can be easily bypassed, occurs probably due entire researchDatablocks.cs is stuffed with modules:
Sometimes, even if you unlocked all required technologies and acquired all required blueprints, certain module still not unlocked and grayed out.
In order to bypass/heal that bug, you must go to your mothership's location, save game, exit to main menu, exit game and load saved game.
After these actions, earlier grayed out and locked module should be unlocked, usable and have its own defined color.


Installation Notes:
1) To unpack mod you need something that supports 7zip archives. I suggest to use this (ad-free, freeware and so far best compression) tool: http://www.7-zip.org/download.html
2) Before installing new version of mod, don't forget to remove previous version of mod completely, i.e. delete "FightForUniverse_TrueOrigin" folder from "mods" folder completely.
3) Archive files itself now contains two folders: "game" and "mods" so if you are interested to install only mod, then copy "FightForUniverse_TrueOrigin" from "mods" folder in to your Space Pirates and Zombies "mods" directory.
4) (Very Suggested) If you are interested to install graphics side mod, just copy and overwrite "game" directory that in your Space Pirates and Zombies folder. Important: It overwrite original game files! Make backup if necessary!
5) In order to check research requirements for turrets & weapon, check it in the Research Screen and not in list of all modules.
6) Save folder location in Windows 7: c:\users\%username%\appdata\roaming\minmaxgames\spacepiratesandzombies\b_save\
7) Never change the name of the mod's folder! Some parameters are bound to a certain path and folder's name. Doing any changes may result in mod's instability and crashes!


Mod Features:
• Procedural functions that will show true parameters' values. Thanks Stonechimes!
• Some static parameters used more dynamically and effectively.
• Revised ships' and stations' mount points for more deep customization.
• New types of turrets, which allow players to refit their ships as they want.
• More advanced usage of damage types and resistances in armors and shields.
• Tweaked and improved research bonuses for creation of total carnage.
• Reworked old and completely new weapons, armors and other modules.
• Freedom of choice, now you have 80+ weapons and 60+ modules to choose from.
• Reactors affect ships' explosion parameters. Hmm... Antimatter Reactors... Hmm...
• Independent Defense Force ships, that have something to do with this story... probably...


What is left to do list:
1) Implement brain-wiping storyline in to campaign.
2) Make IDF ships unlockable based on storyline progressinon.
3) Find and fix all unfound bugs. And improve features by the way.
4) Add lulz and memes.


Version 1.00 (Work In Progress, Not Yet Released, Info Updated on 06/05/2016)
• Rebalancing Arena Ladder...


Version 0.93.4
• Potentially fixed all (or most) crashes to the desktop by forcing effects to unload after they finished playing. Thanks goes to the mashtong54 and SK from the SPAZ steam topic.
• Disabled verbose logging.


Version 0.93.3
• Limited a certain effect to zero. Let's hope it helps.
• Enabled verbose logging by default. Log file can take a lot of place (100mb).


Version 0.93.2
• Fixed (I hope) effects references to effect datablocks. Well, at least I tried to.


Version 0.93
• Added 15% chance to spawn Huge Mining Asteroid near Mothership.
• Improved Mothership Designs to keep up with new weapons.
• Reduced Mass Bombs' speed by 50%. Increased Mass Bombs' health by 300%.
• Made Rez rocks more durable. Now they should be able to survive some time under mining beam.
• At last! Now when you target ship, it's "rank" can be seen near it's name.
• Tweaked a little bit Storyline Ship Designs, to be more suitable to the storyline...
• Fixed Bounty Ladder (probably). Needs extensive testing for balance and crashes...
• Still haven't fixed source of crashes to desktop (can't pinpoint it). Try to play with "clean" bounty and tell me how often game crashes.


Version 0.92
• New Effect for Hydrogen Incinerator & Corrosive Desolator. Now they look as they should.
• Used some dark voodoo magic to make this new effect more stable and less hardcore for system.
• Now each faction has unique colors/images for turrets, drone bays and shuttle pads.
• Now zombie faction have zombified version of weapon, which shows that zombies actually assimilated technology.
• Now Warp Beacon spawns at range of 7000 instead of 2000 - outside of any long range weaponry.
• New set of Siege Weapons for all tiers. They can be mounted on some huge turrets. It's up to you to discover it.
• Complete revision of hulls: new turret mounts, new external mounts, new utility mounts on most hulls.
• Complete implementation of new weapons and equipment on to AI designs. I suggest you to start running...
NOTE: Since new type of line of Siege Equipment were added Motherships & Stations designs might need revision.
NOTE: For now all IDF hulls are still unlocked from the very beginning. For sake of testing. Don't use them if possible.
NOTE: Don't be greedy, don't mount over 9000 Mass Bombs - I can do nothing with engine's limitation.
NOTE: Please, try as long as possible to play on INSANE difficulty. And try to enjoy it too.
NOTE: Arena Mode is still broken and not working. Please do not try to participate in it.


Version 0.83
• Mass Bombs now divided in to 3 categories:
    • Cluster Mass Bombs - they have average Mass Effect and average effect radius. They drop off clusters that explode after some seconds
    • Linger Mass Bombs - they have huge Mass Effect and good effect radius. They spread corrosive clouds that do damage over time.
    • Instant Mass Bombs - they don't have any Mass Effect at all. They just do one huge explosion, that wipes out most things in huge radius.
• Completely revamped functions for showing relative parameters of weapon. In addition they show more useful information about weapon.
• Completely new awesome description images and description itself for new and old weapons.
• Rebalanced Reinforced Shield, now it's not better then higher tier shields.
• Removed 4 boosters I've added and added 4 new shuttles.
• Boosters got new awesome names, such as Elerium Shielding Coils and Gluon Scalar Capacitors.
• Boosters now provide exact info of what they improve.
• Boosters now have new module icons and new description images.
• Dyson Sphere has new image, now it looks as it should.
• Fixed Link Points on IDF ships, now "special" tractor beam is emitted from where it should be.
• Revamped IDF ships' textures, now they are more smooth and precise.
• All beacons reworked, now they are more durable and badass. Hell, one of them even cloaked.
• Some lulz and memes added. Find them and enjoy the game!


Version 0.82
• Removed the most nasty error, that were torturing me with crashes to desktop.


Version 0.81
• Removed bugs, that were causing crashes to desktop.


Version 0.80
• Now ships have normal amount of HP.
• Explosions size, power and time depends on size of ship and reactor it uses.
• 81 new weapons total, not counting siege versions & etc.
• All original weapons was reworked. Every weapon have now unique image, sound and effect.
• Now you can mine Mother Asteroid for Rez, a long before you will have access to Huge Mounts.
• Limits of Rez and Goons has been epicly increased in epic scales.
• Drones now definitely badass (some of them), now they are not nuisance but serious threat.
• Completely broken and crashing to desktop Arena (will be fixed in next versions).
• New awesome soundtracks, can make you feel nostalgic, like something long forgotten from the past far away.
• Most sound effects will make you feel nostalgic too.


Version 0.72
• Fixed hull damage modifier (probably)...


Version 0.71
• Unprotected ships can make epic chain reaction explosions.


Version 0.70
• New images for all Utility and Booster modules.
• Almost no place in Research Windows for new modules.
• Added new engines and re-tweaked original ones.
• Added new tractor beams and re-tweaked original ones.
• Added new scanners and re-tweaked original ones.
• Added new point defenses and re-tweaked original ones.
• Added new cargo expansion booster module series.
• Added new repair speed booster module series.
• Tech progression for modules now enabled, deal with it.


Version 0.50
• Added new shield generators and re-tweaked original ones.
• Added new cloaking devices and re-tweaked original ones.
• Added very epic cloaking sound effect you've been missing since 1995.
• Added side mod, that changes research screen and buttons.


Version 0.40
• Tweaked some modules. Added more parameters to Subsystem modules.
• Added system of realistic explosions, so be careful when ships blow up.
• Fixed some minor things and grammar mistakes that were found.
• Carrier Hangar Bay and Quad Turret Mount can be mounted in to Huge Slot only.


Version 0.30
• Only ships, armors, turrets and reactors are added.
• You can get them, but enemies still have original equipment.

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Last edited by WarStalkeR on Fri 09 Jun, 2017 1:39 am, edited 130 times in total.

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 12:00 am 
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Notes on what a lot of these are would be nice.


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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 3:11 am 
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this will be a badass mod, i can tell. do you think i could help you a bit with the ships and stuff? i need some more practice, and, frankly, im too lazy to motvate myself. do you think i could work on some new mines, for you?
-no crdit if you dont want to give nay, of course :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 3:14 am 
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Flypaste wrote:
this will be a badass mod, i can tell. do you think i could help you a bit with the ships and stuff? i need some more practice, and, frankly, im too lazy to motvate myself. do you think i could work on some new mines, for you?
-no crdit if you dont want to give nay, of course :)
Sorry, but I prefer to work alone on my own mod :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 3:20 am 
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i have a question then; will those new ships, will they be a new faction? or will the UTA be renamed? or the bounty hunters?

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 3:51 am 
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Flypaste wrote:
i have a question then; will those new ships, will they be a new faction? or will the UTA be renamed? or the bounty hunters?
For now they will be can be used from start. When modding capability will be increased to the point, when new faction can be added, I will add new faction called IDF :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 5:00 am 
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And about the lore. I decided to google this thing, but I assume you won't expect anyone else to do that.

Please derive lore from other thread on other forum on other game.


But what I'm seeing there looks pretty damn awesome, from a modding perspective. I certainly see you as a modder with experience, capability, and skill.

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 5:30 am 
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EvilNinja wrote:
And about the lore. I decided to google this thing, but I assume you won't expect anyone else to do that.
I really didn't expected for somebody to google for it :)
EvilNinja wrote:
Please derive lore from other thread on other forum on other game.
Well lore for IDF is quite simple - explorers and adventures with technology level that surpasses existence. But I will start working on it, when I will be able to add IDF as faction.
EvilNinja wrote:
But what I'm seeing there looks pretty damn awesome, from a modding perspective.
You have good eyes sir :)
EvilNinja wrote:
I certainly see you as a modder with experience, capability, and skill.
Maybe :) But certainly my programming and photoshopping skills allow me to do what I want :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 8:00 am 
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How are you able to work on both this the SPAZ mod and the StarFarer mod?? you have too much spare time :shock: :D


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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 11:52 am 
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Acidzombie wrote:
How are you able to work on both this the SPAZ mod and the StarFarer mod?? you have too much spare time :shock: :D
Nope I don't have much spare time, except on weekends. And my work on mods is optimized, basically I use same sprites for both mods. In addition Java & C# for me are like Russian and English for me, both of them my native languages :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 12:10 pm 
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Nice Logo you got there.
Would fit perfectly on the SPAZ title screen. :roll:
Attachment:
File comment: FFU Title screen.
spaz_title.png [1.1 MiB]
Not downloaded yet


Place this file into:
\data\images\interface\frontEnd
Within your mod folder.

Don't change the filename. Don't alter it's entry within "hud_images.cs".
Cause then SPAZ seems to auto default to it's "normal" title screen (with the BH expansion message)

Anyway. Good luck with your mod. ;)

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Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 12:35 pm 
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WarStalkeR wrote:
Acidzombie wrote:
How are you able to work on both this the SPAZ mod and the StarFarer mod?? you have too much spare time :shock: :D
Nope I don't have much spare time, except on weekends. And my work on mods is optimized, basically I use same sprites for both mods. In addition Java & C# for me are like Russian and English for me, both of them my native languages :)


Ok :)


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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 12:44 pm 
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Same models? Okay... Just remember that Starfarer has different weapon mechanics, and you might want to consider not sticking Quite as many Weapons onto your massive battleships in this game.

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 1:13 pm 
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GTX2GvO wrote:
Nice Logo you got there.
It's because I used Bounty Hunters logo as template :)

GTX2GvO wrote:
Would fit perfectly on the SPAZ title screen. :roll:
Attachment:
spaz_title.png
Thank you for you work, but it was first thing I done, when I started to mod - created logo ;)

GTX2GvO wrote:
Anyway. Good luck with your mod. ;)
Thank you :)

EvilNinja wrote:
Same models? Okay... Just remember that Starfarer has different weapon mechanics, and you might want to consider not sticking Quite as many Weapons onto your massive battleships in this game.
He-he :) I know it, Starfarer utilizes fully physics to show turrets recoils, while SPAZ only uses barrels :) And sticking many weapons to battleship... I will think about that :)

Updated New Weapon Mount section. Idea of modular turret came in to mu head in the last second :)
Worry not, all graphics for turrets already done :) Now I'm starting to implement them, won't take long for me :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 1:26 pm 
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WarStalkeR wrote:
Thank you for you work, but it was first thing I done, when I started to mod - created logo ;)

Somewhere I actually expected this. :lol:
No loss though. Was a 2 minute quick work anyway.
(still at good quality due to used images 8-) )

Anyway. On your turret modding.
Did you made your custom Quad turret or started off with the quad turret from my mod? (just asking)

Also would like to see how the other turret types will look like.
(The actual turrets, not the ShipCon_icons )

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Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 1:55 pm 
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Wow. This mod looks very ambitious to say the least. Seems pretty awesome if you ask me. Good luck to you sir.


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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 2:39 pm 
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GTX2GvO wrote:
Did you made your custom Quad turret or started off with the quad turret from my mod? (just asking)
Created my own texture based on original from SPAZ directory :) My Quad Turret looks little different :) But I got idea when I was reading your tutorial :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 7:00 pm 
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Shame, that new modules not showed up on All Components Screen, I hope it will be fixed with next patch.

EDIT: It seems it shows new modules on research screen only when it has size Large.

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Fri 01 Jun, 2012 9:22 pm 
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WarStalkeR wrote:
EDIT: It seems it shows new modules on research screen only when it has size Large.


This is why my only "bug" regarding the quad turret mod is that the triple turret shows twice in the research screen.
Seeing the Huge triple turret was manually added to it by the devs when they made it.
And enabling the large triple turret got is also auto detected by the system.

There should be a post regarding it from Blorfy in the quad turret mod thread.

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Sat 02 Jun, 2012 6:57 am 
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Well turrets implemented completely:
Image

Only left to adjust their technological requirements, 'cause it won't be interesting if you will have all of them from start, right?
And I still adjusting sizes and relative size to make look it good :)

P.S. Modular Turret is brutal, but expensive :)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Sat 02 Jun, 2012 10:56 am 
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Oh god what do all these even do!?

And what precisely is the point of having the shooters lateral, as on #6?

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Sat 02 Jun, 2012 11:48 am 
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EvilNinja wrote:
Oh god what do all these even do!?
Captain Obvious says: Use them.

DestinyAtlantis wrote:
Can you add a turret that creates 9 shooters 2 sizes smaller(maybe only for Huge turrets or both for Large and Huge).(but to be extremly expensive because it does 0,44x*9=4x damage(x being the turret size))
Nope, it won't be interesting.

Good that nobody asks for turret on turret in turret :lol:

P.S. It took quite a while to add ships RIGHT, without any bugs, errors & etc. Next ships will be even easier to add.

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Sat 02 Jun, 2012 12:30 pm 
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WarStalkeR wrote:
EvilNinja wrote:
Oh god what do all these even do!?
Captain Obvious says: Use them.


You do realize that this does not help in any way whatsoever, because my question here is not being answered: What does each one do?

Oh, and I'd be glad to use them! I just haven't found the download button here yet. Give me a moment while I search.
[/sarcasm]

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Sat 02 Jun, 2012 12:36 pm 
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EvilNinja wrote:
Oh, and I'd be glad to use them! I just haven't found the download button here yet. Give me a moment while I search.
My friend, I thought that you've opened this spoiler "New Turret Mounts | Click to toggle: +" and seen what each of them does ;)

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 Post subject: Re: Fight For Universe (Work In Progress)
PostPosted: Sat 02 Jun, 2012 2:16 pm 
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DestinyAtlantis wrote:
Be advised that you can't add more than 30 link points or the game will crash(or so i've read).
Thanks, I will check it out.

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