Spartwo

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About Spartwo

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    Militarist

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  1. Well this just makes me feel nostalgic
  2. let's a go. Really confused as to why there's a prize though.
  3. I have a fairly wide variety of stuff from a roleplay. Would need to know what you're looking for though.
  4. KERBALPOWERS 2083 POLL UPDATE 2083 is a major update to many game systems in response to player feedback from the new years poll Wiki Home page - Zekes Task was not completed Modpack Improvements - Gag Several New, larger, armor pieces have been added alongside weapons grouping to the game specific BD. A new colonial pod has also been added which will help to drag down the part count of ark ships while maintaining balance. Discord Rules - Plecy Task was not completed Corporate Expansions - Twinky Task was not completed Economy Rebuild - Spartwo Nations are capable of going into debt with excessive spending automatically withdrawn from savings. Collapse is a function of the ratio of DEBT to GDP. A conflict guide style document to accompany this new economy is partially complete. Trade in either direction have been amalgamated into a single value as the new economy allows for negative values. The Craft management sheet has been updated to match this new economic model, existing craft lists from the old management sheet can be pasted into the new. Trade Node Balances - Gag Appropriate changes made, increased value of Doren, Kolus, and Firesvar. Reduced value of Veiid and Kafrica Colony Improvements - Miffed The new colony changes make investment scale with population present- if you have more kerbals on site than you need to create a colony with your target GDP, the setup cost goes down. AI Calculation Changes - Spartwo Gifts to AI carry a hard maximum to prevent "AI bribery" towards nations that view the player nowhere near positively enough. Ideological similarities or differences now act as a multiplier of opinion rather than a stacking effect. This makes AI value the actions of similar nations more highly than that of dissimilar. Remaining with ideology, a third green dataset has been re-introduced. Antagonism. A conflict style guide has been introduced to accompany the changes, see here for ideological descriptions. A number of AIs have been tagged as independence focused, this means they cannot be aligned through any means. AI Events - Herr Task was not completed Mid-war exit procedures - Twinky Task was not completed Industry - Twinky Task was not completed, proposed by Twinky Event Planning - Zekes Task was not completed Suggestions Channel - Dark/Thrity A suggestions channel remains open on the RP discord, any notable suggestions made are taken to the mod team for implementation. All resources have also received a visual overhaul. The prior statement that any player who completes a task is automatically taken to vote for mod status and any existing mod that fail to complete any task are demoted.
  5. Completely fine, there are some who do that already.
  6. https://forum.kerbalspaceprogram.com/index.php?/topic/165173-kerbal-powers-roleplay/
  7. Reach has split screen as does halo 4
  8. Before people come to ask I will say that Ven, while functioning in 1.6 is somewhat broken. Engines stay on which is common, and right clicking the new mk2 lander can prevents right clicks until exit and re-entering the SPH/VAB. MK1 inline docking port also does not animate. Nothing major. Edit:Should note that the engines don't seem to be a ven thing.
  9. 0.1g is still gravity and will ruin the accuracy of weapons.
  10. KERBALPOWERS 2076/7 Making changes and small additions to 2075 systems WHAT'S NEW? KP 2075 focuses on automation of game systems for easier use. Expanded Conflict Systems Added mechanics for battle retreat, a simplified grand strategy map, and conditions for declaring or joining wars. Improved Corps Corps now have alternate routes of income and will greatly benefit from future updates. Improved AI again AI relation sheet automatically displays who AI are subjects of and what AIs nations are lords over. AI eco is now simpler to track and manage. Colonies Spread Bastions of Kerbal society across the system. AI colonies allow alternate routes of power projection from Moho to Eeloo. WHAT'S COMING? Improvements to production, and more developments on the next event. Making changes and small additions to 2076 systems WHAT'S NEW? Collapse stuff and preparations for December's event. More Collapse Scenarios Double the number of potential disasters should you mismanage your funds. New scenarios are less damaging to couple the higher overall probability. Collapse Buildup Percentile chance now stacks year upon year with negative chance reeling it back in. Improved Production Corps produce a greater amount of craft per money spent the more locations they have. Colony Changes Colonies can now be merged and have a defined area of control. Better Explanations Game systems now have more comprehensive descriptions of each component via notes.
  11. KERBALPOWERS 2075 Following on from the additions of 2070 kp 2075 cleans up and improves the systems added WHAT'S NEW? KP 2075 focuses on automation of game systems for easier use. War and Conflict guide Link Improved AI AI GDP now varies by 50%. AI will now take action against players if deeply negative in opinion. Green type ideologies have now been amalgamated so nobody has to redo their forms. Trade v4Fight for control of trade nodes across kerbol to boost your power or keep your enemies down. WHAT'S DIFFERENT? A number of changes have been made to how the game works in conjunction with KP 2075 to allow more ease of use. Cleaned Economy Again The economy sheet has been downsized even further into a single row and is sorted alphabetically. This change is in anticipation of trade additions. Improved Sign Up Sheet Questionnaire has been trimmed down and now tallies on GDP size. Outcomes are now automatically converted to game data. WHAT'S COMING? Recruitment drives, overhaul of corporations, and KP's new year event. Also here a set of info about our first year running
  12. Every update is a gutpunch to modders who have done a better job improving the game than the developers for the last half decade. You can tell this because they keep hiring modders to put their mods in the base game and burning them out in the process.
  13. Well this was pretty much ignored. I'm done. New suggestion. Just stop 'developing' the game, as in replacing what exists with varying degrees of better and worse.
  14. Please for the next set of part revamps could squad avoid creating part duplicates with intent to eventually remove and instead simply update the info for parts to maintain craft compatibility. Several months on and I am still digging up craft and rebuilding from the ground up so they won't be lost forever. Old craft hold a lot of sentimental value for many people.