10 latest comments
28.11.2015 00:43 by AssumedPseudonym on Kijuru Set v1
Without getting into balance issues, I can tell you a few problems just from looking at the XML file:

-Entity itX1 is not properly closed up in the entities section of the XML file.

-The Hope-class battleship only shows four of its twenty-four armor segments in its armor HUD.

-The Kijiru Computer Core is set up as a miscellaneous, enhancer, and drive device. Devices are only supposed to be one type of device, and setting them to more than one is likely to cause all sorts of problems.
24.11.2015 20:41 by Xephyr on Ships by Xephyr
Re-upped at 6 downloads to fix misplaced armour segments on all ships.
23.11.2015 00:41 by AssumedPseudonym on AE - Playerships
Re-upped at 563 downloads. Mostly general code tidying on the Gull, including changing its device weight limit to be per-slot instead of just a flat five tons. This will allow you to install both CLAWs and, later on, the APA.
22.11.2015 17:39 by AssumedPseudonym on AE - Playerships
Re-upped at 561 downloads. I fixed something I had forgotten to take out -months- ago as an early experiment with the built-in weapon on the Kingfisher that had it deal generic instead of kinetic damage. Restart required.
21.11.2015 07:51 by AssumedPseudonym on AE - Playerships
Re-upped at 556 downloads. Updated the Albatross to six armor segments. No restart necessary unless your playership is the Albatross.
17.11.2015 01:47 by Black Rebel on New Sounds
Ok, sounds good! Thanks for the work.

I will be waiting patiently. :)
16.11.2015 11:23 by AssumedPseudonym on New Sounds
In a word? No. It -is- currently in alpha testing, though, and is progressing fairly quickly. Shrike wants to improve some of the sounds they made. There will probably be an announcement on the forum when we release it.
14.11.2015 15:53 by Black Rebel on New Sounds
Ah ok, thanks! That would be great as I miss diferent sounds for diferent weapons in the game and it looked promising.

Any idea about when would be ready?
14.11.2015 08:17 by AssumedPseudonym on New Sounds
...And then I read up a couple of comments. Somewhat ironically, Shrike and I are doing it almost exactly the way TheLastBrunnenG said was probably too resource-intensive.
14.11.2015 08:14 by AssumedPseudonym on New Sounds
Not sure if the version here can be easily fixed, but Shrike and I are working on a project that essentially does the same thing this mod does. Better still, without any weapon overwrites in our mod, it should cause fewer compatibility issues with other mods like this one potentially could.