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August 31st, 2007, 11:01 PM
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Private
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Join Date: Aug 2007
Posts: 9
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Re: New Mod: Drives \'R\' Us
this could be like painting - painting a picture for the rest of the modders in the WW galaxy
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September 1st, 2007, 04:53 PM
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Corporal
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Join Date: May 2006
Location: Hungary
Posts: 57
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: New Mod: Drives \'R\' Us
Hey, it is fun to play your mod!
Although I have found a glitch(?) There is this weapon, the missile pilon with the use button. What it supposed to do? It doesn't seem to work...
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September 2nd, 2007, 09:18 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: New Mod: Drives \'R\' Us
Ah, yes a couple of the missile pylons were non-functional in version 1.0. Got them fixed in the 1.1 version (which is in it's own separate thread on this forum) plus several other improvements.
I'll attach it to this post too so you don't have to go hunt for it.
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September 2nd, 2007, 09:20 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: New Mod: Drives \'R\' Us
Oh, and thanks for the kind words about the mod, and thanks for pointing out the glitch. If you see anything else that doesn't seem to be working right, please let me know!
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September 3rd, 2007, 01:26 AM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: New Mod: Drives \'R\' Us
I think that maybe the best solution to that thread/version problem is to always post in the same thread and just edit the description, edit the title, and change the attachment each time. The Baylon 5 guy did that, and I originally didn't, but now I think it works better to keep things from getting confused. Plus, when people reply to the edited post about the new mod version, that shows up as "Re: Mod Name, New Version" so you can keep straight which posts go with the current version.
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September 3rd, 2007, 11:29 AM
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Private
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Join Date: Jun 2007
Posts: 16
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Re: New Mod: Drives \'R\' Us
ya, where did that Babylon guy go, that was my favorite mod.
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September 4th, 2007, 02:29 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: Updated Mod: Drives \'R\' Us v1.11
Thanks for the tip, Phlagm! This one's the correct thread for the latest version of Drives'R'Us from now on.
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September 4th, 2007, 04:57 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: Updated Mod: Drives \'R\' Us v1.11
There's also a big bonus in that this thread will get a billion hits and will look even more enticing all the time.
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September 5th, 2007, 11:49 PM
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Private
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Join Date: Sep 2007
Posts: 3
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Re: New Mod: Drives \'R\' Us
I had to log in just to tell you that your mod rocks!!!
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January 9th, 2010, 04:29 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: Updated Mod: Drives 'R' Us v2.0
Here's a brand new expanded version of Drives'R'Us. Pretty much everything has changed, so I'll probably leave the old version on this thread as well in case anyone prefers that version. But I don't think you will - this one's much spiffier.
Changes in 2.0 version:
- Recalibrated prices on everything. I did extensive testing and number-crunching to arrive at more-accurate values for almost every item in the game.
- Technology items are now split into Civilian Tech and Military Tech. The Military mission focuses on military tech, and the Science mission gives a little bit of emphasis on civilian tech.
- Changed the starting equipment for all ships, and what spawns on Hope.
- Over 30 new items!
- 9 New Weapons
- 3 New Drives
- 2 New Sensors
- 1 New ECM
- 4 New Combat Computers
- 5 New Repair Systems
- 5 New Thrusters
- 2 New Shields
- Miscellaneous tweaks to various systems and weapons.
- Added a couple new ship variants. Should mix up the fights a bit.
I've got plenty more ideas, and will probably do another version somewhere down the road. In the meantime, though, this should keep you all happy for a while.
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