X3 terran conflict mod downloads must have11/30/2023 ![]() I just want to know how to make my other trader ship buy energy cells in Circle of Power and sell them in an adjacent sector like herrons nebula.First - You should register on the Egosoft forums. Im playing Albion Prelude actually but I dont think it matters for this question, any help on how to ing command my second trade vessel to just buy the cheapest cells in Power circle sector and then sell them somewhere else would be appreciated. WTH am I doing wrong? I want to use the best buys/sells software to issue commands to my other ship so that I'm not only buying cells from 1 solar plant using the regular trade command thereby decreasing the supply available at that one plant and shrinking my profit margins. There is no button to press at all except the "back" button. I just want to know how to make my other trader ship buy energy cells in Circle of Power and sell them in an adjacent sector like herrons nebula. My problem is when giving trade orders to the 2nd trading ship, a mercury class to be specific, and using the best buys software command it asks for a number of units to be bought, energy cells in my example, but there is no "OK" button to press after typing in how many units to buy. I also bought the best buys/best sells locator software. Now, I want to expand my operations by buying a second trader and so forth. I've been playing as Argon humble merchant start and I've figured out the ins and outs of trading resources between stations. I don't want to register on the egosoft forums so I will ask here. If anyone has any good total conversion recommendations, I'd like to see them as well. Most are just new ship models and a few trips around the story scripting scripts. I have yet to see a "Let's Play" of any decent mods that claim to be Total Conversions or offer significantly interesting gameplay elements. The game is addicting and reaches new heights in the "sandbox" genre. And, I still enjoy it, unmodded, even without CODEA and some useful script mods I could run. I love mods for all games and have been playing the same X3TC game, unmodded, for over a year, now. X3TC as it is, with the Bonus Pack, is a game that really doesn't need any "total conversion" mods in order to reach its full potential. Can be downloaded from Egosoft in the above link. XTended - Probably a good recommendation for a full conversion. ![]() It's a "must have" mod for anyone who wants to run a large trade empire. īonus Pack - This add-on, actually a mod, is "vanilla safe", won't tag your game, and has some of the most useful scripts in the entire game. ![]() Vanilla Safe mod recommendations - Here are some "vanilla safe" mods that I would recommend for anyone who has trouble with framerate issues in asteroid fields, near large station complexes, or just wants to make some small changes to their game without getting the "modded" attribute. I would also be inclined to install one of the Race Combat and Sector Claim mods that are out there, as long as they were compatible and seemed to be well regarded. (This is not the latest thread, do a search to find the newest thread.)Ĭapture Stations, Marine Hacking, Marine Repairs - Links to the mods available in this thread. CODEA is not "vanilla friendly" and will give your game the "modded" attribute, which prevents you from uploading stats and the like, but otherwise doesn't effect gameplay. I've got it downloaded and waiting for that moment when I decide that running "vanilla" isn't enough for me anymore. But, of all the mods that are out there, and there are many of them, the only ones that I am considering are:ĬODEA - An absolute must-have for anyone who wants to run large combat and defense fleets, especially with carriers and lots of fighter support. As it is, I run X3TC unmodded, right now. What are the best mods for x3?If you're looking for a "total conversion", I can't help.
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Iperius backup google drive11/30/2023 ![]() Think of this as a cheaper Slam, with arguably greater value. If it survives, add a Lackey to your hand.Īnalysis: This is an interesting way to add a Lackey to your hand. Yes, Omega Devastator will prove to be one of the better Warrior minions to come out of this expansion.ĭeal 1 damage to a minion. ![]() Imagine pulling this out and getting a chance to potentially remove something powerful from the opposing side while also putting a 4/5 on the board. It becomes much more effective in the late game, with its ability to remove a majority of late game minions.īetter yet, it's going to be an A+ pull from the Dr. With 4/5 stats, it goes along the upper tier of 4-Cost minions. It just doesn't look to be high tier.īattlecry: If you have 10 Mana Crystals, deal 10 damage to a minion.Īnalysis: This is a fantastic minion for the Warrior player, both in constructed and Arena. This shouldn't be anyone's first choice, but Rafaam's Scheme isn't entirely useless. Spirit of the Bat can make great use of these paper-thin Imps and use their deaths to power up whatever else is in hand. Dark Possession removes one from the board and finds a better Demon. Grim Rally removes one Imp and buffs the rest of them into 2/2 Imps. What's somebody going to do with a bunch of 1/1 Imps? Well, there are a bunch of spells that can interact with them in various ways. Source: Hearthside Chat - Rise of Shadows: Extraordinarily E.V.I.L.Īnalysis: Rafaam may be an evil genius, but his Scheme doesn't look too good on paper. There's also room for shenanigans here, since it's possible to cast Lazul's Scheme on a minion, reduce its Attack to zero, and then wipe it out with Topsy Turvy all for the low cost of zero! And that's a very handy combo for decks running Surrender to Madness, which don't have too much mana to work with in the early game. (Upgrades each turn!)Īnalysis: Lazul's Scheme will work beautifully with Cabal Shadow Priest to help take control of a pesky opposing minion. Reduce the Attack of an enemy minion by 1 until your next turn. Build your deck carefully, otherwise this effect could be a dud. Weaponized Pinata would work nicely with Oblivitron, but few other Mechs currently in Standard stand to really benefit from this effect. The most obvious synergy here would be with Spider Bomb, but there are few others this could work with. But right now, it's looking pretty solid, especially for Wild Shamans.ĭeathrattle: Summon a Mech from your hand and trigger its Deathrattle.Īnalysis: Oblivitron could work well in a Hunter Mech deck, but it would ultimately depend on which Mechs we're talking about. The jury's tentatively out on the new Hagatha until we see what the other Shaman spells for this set look like. Rain of Toads could also be useful in filling up the board with Taunts to go along with that 5/5 body. That leaves Lightning Storm for board clear or Eureka to help potentially call forth a second big body. If you can withstand a Turn 7 where you play a relatively weak 5/5, you'll add a 5-Cost 5/5 Horror with the Battlecry of dealing out two Shaman spells.īut which Shaman spells? Keep in mind that Healing Rain is set to rotate out to Wild. Teach it two Shaman spells.Īnalysis: Hagatha's second form has the potential to be really powerful for Shaman players. For one cost, this spell is going to show up a lot in the meta going forward and I wouldn't be surprised to see it become a potential nerf candidate within weeks.īattlecry: Add a 5/5 Horror to your hand. Wild players will easily be able to fit this into a Quest Rogue deck, too. It'll fit in a spider deck, it'll fit in a Pogo Hopper deck, and it can even fit in a Pirate deck. This can fit in a variety of Rogue decks. This puts Lab Recruiter to absolute shame. If it shows up in the player's opening hand and it goes into the late, it has the potential to shuffle dozens of minions into the Rogue player's deck. Togwaggle's Scheme almost ensures that the Rogue is fatigue-proof. (Upgrades each turn!)Īnalysis: Oh, you've gotta be kidding me with this card. With the recap wrapped up, let's look at the next batch of cards:Ĭhoose a minion. Hearthstone: Rise of Shadows live stream cards and analysis ![]() ![]() Hearthstone: Rise of Shadows card analyses (Part 1) If you've missed the card breakdowns, here's what we have so far: We started off our analyses earlier this month with the official reveal of the Rise of Shadows expansion. And that means a whole new set of cards to take Hearthstone into a brave new world. The villains have all united to usher in the Year of the Dragon. The new Standard will officially begin with the arrival of 2019's first expansion, Rise of Shadows. Earlier this month, Blizzard revealed what's next for its long-running digital collectible card game Hearthstone. Fantavision gamecard11/30/2023 ![]() FantaVision started life as a tech demo rather than a full-fledged game, and so from the outset It was meant to emphasize some of the PlayStation 2's new capabilities. But why was this a launch game?įantaVision showcased the PS2's graphics capabilities. In my experience, it is also quite challenging. It is unquestionably a unique puzzle game, one that would still standout against the deluge of puzzle games released in the age of smartphone gaming. Racking up points and chains will carry you on to the next level. In each level, you must do this well enough so that time doesn't expire. The basic premise of the game is to catch fireworks flares as they ascend, match them in groupings based on color, and detonate them to create a fireworks display that chains into other flares. the Nintendo 64), it seemed an especially dangerous proposition for a console that was positioned as a stop gap measure and, in the buildup to launch, had promised much more from the start.Īside from being an especially interesting launch day choice for Sony, FantaVision is an unusual game in its own right. the Master System) and would happen again (e.g. Still, though launching with two games had happened before (e.g. Today, both Doom and Star Wars Arcade continue to be held in (relative) high regard as some of the stronger titles for the 32X, with especially the latter showing off its technical capabilities more than many other titles would ever do. Earlier that year, for example, the acclaimed Super Star Wars series on the SNES had concluded its run with the release of Return of the Jedi. In terms of the IP selection, these are two solid launch games that made a lot of sense in 1994 when both Star Wars and Doom were still extremely popular franchises that were guaranteed to garner sales. Despite the boasts found in Sega Visions, when the system actually hit store shelves it did so only with two titles: Doom and Star Wars: Arcade. With the already-out-in-Japan Saturn hanging over Sega of America, Visions' 32X coverage would continue to be sporadic in subsequent issues of the magazine throughout the system's short life. It seems, at the most crucial moment for promoting the system, Sega Visions itself pulled back to focus on late-era Genesis and Sega CD titles. Gone entirely from this issue are boasts of the system's price or upcoming library. Importantly, the 32X was the only Sega system to not feature any reviews, so subscribers were left with only hopeful previews to give them impressions of the quality of the games that had already been talked up in the previous issue. Instead of highlighting the system in the issue that likely would have been arriving in Visions subscribers' mailboxes around the time of the 32X's release, the staff of the magazine relegated 32X coverage to sneak peaks of four games, two of which were already released. Hitting the holiday season, the 32X launched in November 1994 in the US and Europe and in December in Japan (a few weeks after the Saturn's launch there). Sega of America had the most control of this message in the pages of Sega Visions, which they used to promote the 32X for several issues before its debut. If you could sell the product well to readers in the pages of EGM or GamePro, you had a real shot to get them into the store on launch day. Like other consoles of its era, much of the buildup and hyping for the console occurred in the pages of gaming magazines. Even if gamers and analysts were skeptical of the systems prospects from the start, it is still interesting to think about how Sega tried to market and launch the 32X in and against this context. The sordid tale of the 32X has been covered many times on many other gaming websites, so this entry will attempt to do something a little different and specifically examine the official build-up and launch of the console. launch, it was almost destined to have a short life from the start. Released in November of 1994, a little less than a month after the release of the Sega Saturn in Japan and a little less than a year from that system's U.S. Confusingly marketed as something of a stop-gap enhancement for the Sega Genesis prior to the release of the Sega Saturn, the console was seen by many to be over priced and under-powered. ![]() The 32X, to many, represents the first tragic misstep in the long-running decline of Sega. Nonetheless, it has its own library of games, was marketed and sold much like a system, and has a distinct set of features that distinguish it from other pieces of gaming hardware. The 32X, of course, is not even a "proper" console in the traditional sense as it is technically an add-on like the Sega CD before it or like other peripherals before and since which have been tied to a primary system (the Atari Supercharger, Nintendo 64DD, etc.). Metal build wing zero11/30/2023 ![]() Like the other Gundams, Wing Zero was built to self-destruct should the pilot choose to. When the antennas and main cameras do not suffice, the Gundam's secondary eye comprised of the large jewel on its chest is used to gather visual and radio-wave data. When the verniers inside the wings, the legs verniers, and even the verniers inside the shoulder armor are added the acceleration performance surpasses even the Tallgeese's. The vectors of the verniers in every part are concentrated, enabling high-speed movement with large thrust. The tip of the shield can also be extended to damage targets.Ī pair of vulcan guns built into the sides of Wing Zero's shield. ![]() It becomes the nose in Neo Bird Mode, having excellent aerodynamic performance in the atmosphere and also functions as a ram when charging. In addition to being applied with anti-beam coating, it is equipped with Wing Vulcans on both sides. Two large-caliber Machine Cannons are equipped on both shoulders. One apiece is stored in the shoulder armor on both shoulders. are exceptionally improved compared to those of ordinary MS. Since it adopts devices made of Gundanium Alloy in every part the power, function, durability, etc. It is a type directly connected to the generator so rapid fire is also possible. In Neo Bird Mode, it is equipped on both sides of the shield in a divided state. It has more than twice the power of the Buster Rifle equipped by the XXXG-01W Wing Gundam. Armaments Ī double-barrel type Buster Rifle. 195, the seal was broken by Quatre Raberba Winner, one of the five Gundam pilots who had carried out Operation Meteor and Wing Zero, which had been impossible to build at the time of its design, is born. In hiding, the five engineers who had returned to their respective base colonies would develop five "Gundams" that could be said to be unique Wing Zero-derived machines. The five engineers, harboring a fear of the dimension of Wing Zero's excessive destruction coefficient (in practice, the parts with the required specifications could not have been supplied at that point in time), suspended the machine's development and sealed its design data. The ZERO System also turned out to be what the five engineers feared the most as it forced the pilot to achieve the "perfect victory". Its chest unit is equipped with the main generator and a " ZERO System" built-in type cockpit. Wing Zero's head unit is an aggregation of various sensors and head Vulcan Guns are not equipped. By transforming into Neo Bird Mode, high-speed cruising is possible in addition, the Twin Buster Rifle has the power to destroy a space colony in a single hit. That is "Wing Zero", and the material adopted gave it the code name "Gundam". Having been developed in light of the Tallgeese's failure, it became a dreadful machine equipped with an interface that transcended the limits of the pilot. Five of them gathered to develop a MS that would adopt "technology and materials that did not yet exist at that point in time", including "Gundanium", which was a cutting-edge material at that time. Meanwhile, several engineers that were at the core of the Tallgeese development ran away from OZ to develop even higher performance MS. 175, the MS, which was developed as a "weapon" by OZ, began to evolve as an epoch-making mobile weapon based on the Tallgeese (Prototype Leo). Wing Zero was the first Gundam designed by the five engineers who had developed the OZ-00MS Tallgeese. AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |