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Topics - plenty

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1
Auctions / 30x Fuzzy Painting (sold)
« on: January 19, 2014, 05:12:15 pm »
30x

Starting price for  30x Fuzzy Painting: 450k
Min. Bid: 25k
Buyout: 3kk

Auction ends on Sunday 19 Jan 2014, 8:30 PM forum time.
I will be waiting at the Trading Grounds after the auction ends.

2
Bugs / Slavers Guild dialog bugs [minor]
« on: November 06, 2013, 05:31:45 pm »
1) Lexem not found.



2) during the conversation, you get the option to join slavers, then they laugh at you (if you have less than 4 int), but you are told you can join anyway.
Dialog behaves as if no int requirement was present, but you can't get the tattoo with less than 4 Int. Drugs help to get past this problem.

3
Closed bugs / damage display on a 3d model [Engine?] [Minor]
« on: November 06, 2013, 05:21:23 pm »
3d rat (Cathedral quest)
Damage notification displaced.

4
Closed suggestions / Instanced dungeons
« on: November 05, 2013, 10:44:04 am »
We all know how will it end, if dungeons are made open. BBS takes all.

My idea is to make at least one dungeon instanced (as the Tanker Wreck is).
- Number of implants limited for entire server per time limit
- Random interval on time limit
- Low chance to drop the implant

Example:

1 implant per 12-36h for entire server, 1% chance to drop the implan upon completing the dungeon.

Numbers can be adjusted, but the idea is, that Killgore will be able to control how many implants hit the market by adjusting the numbers, and smaller fractions would be able to get a go as well.

The location of the instance would be given by NPC, in a similar way the wreck works.
Some possible scenarios allowing for changing locations:
- wrecked ship
- gang hideout
- moving fortress
- ufo!
- docking submarine

5


My companion missed and dropped a plasma rifle.
My char picked it up, and it had "Aimed" mode set. It couldn't be shot with until the mode was manually changed to single shot (my char has a fast shot trait).


6
Bugs / [Mechanic] Setting of the companions respawn point does not work
« on: October 01, 2013, 08:45:41 pm »


Tested for a few days, on 2 characters.

Setting up a respawn point for your companion does not work. Most common case linked above (no reaction from a companion).

On a few occasions I had a dialog box saying something like "set to '' ". On one occasion it said something like "no such base found" .

All of the typed bases exist in our fraction.

I have tried confirming an input with both "ok" button and enter.

I have also tried setting a respawn point while standing at the target base, any other base, and in a wilderness. Nothing works.

Setting a tent as a respawn point just takes me back to the companion's conversation main menu.

If a companion is killed, he respawns at the first base the fraction had bought (script build-in emergency respawn attempt if I remember it right ).


7
Closed bugs / Movement with both legs crippled [Mechanics] [Low]
« on: September 10, 2013, 12:38:27 pm »
When you have both legs crippled, you have to click to move 1 hex, every hex.

If you however perform an action on a far object (pick up an item/open container/open doors), the character will walk the full distance happily.

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