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 Post subject:
PostPosted: Sat Sep 05, 2009 6:33 am 
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BANNED

Joined: Sat Jun 20, 2009 12:12 am
Posts: 85
how i can change the normal modules for the new? i try changing the file in Stock Weapons (diferent file, same name) and don't work...
in your ship the boosters in the Hecate ¿are changed for the new? ¿or the original boosters are invisible?...


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 Post subject:
PostPosted: Sun Sep 06, 2009 8:14 pm 
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Ensign
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Joined: Fri May 22, 2009 8:31 pm
Posts: 3
Links for these weapons, Blackhart's newest section pack, and Verminator's SWA'd stock sections all seems to be returning 0KB files.

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 Post subject:
PostPosted: Sun Sep 06, 2009 8:47 pm 
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Commander
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Joined: Sun Aug 16, 2009 7:19 am
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Location: Maine
Go to EDIT2 and click custom sprite.

Need more kinetics. =P

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 Post subject:
PostPosted: Tue Sep 08, 2009 6:16 am 
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Lieutenant, Junior Grade
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Joined: Wed Sep 24, 2008 5:35 am
Posts: 16
unsunghero10 wrote:
Go to EDIT2 and click custom sprite.

Need more kinetics. =P


That doesn't work for modules, just weapons, so the new aegis sprite is rather useless to me right now. :D


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 Post subject:
PostPosted: Tue Sep 08, 2009 9:05 am 
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Commander
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Joined: Sun Aug 16, 2009 7:19 am
Posts: 137
Location: Maine
Set Alpha to 0, bring the size down a little, and attach it to the proper sprite.

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 Post subject:
PostPosted: Thu Sep 10, 2009 11:59 pm 
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Lieutenant
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Joined: Wed Jul 09, 2008 3:34 am
Posts: 33
Update
Mining beam
ship deployer
demeter pod aluncher


to use the modules you place them as a section and put the module on top, set the section to have the same health as the module and finally shrink the module if you want to.


probabally won't update as often now but you never know, i might get a crap of inspiration and make ten more weapons in a day


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 Post subject:
PostPosted: Fri Sep 11, 2009 4:32 am 
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Commander
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Joined: Thu Aug 28, 2008 3:35 am
Posts: 112
In my humble opinion, excellent designs here. ^.=.^

I've began to implement them in revamping fleets, I've not experienced any problems regarding them not centering correctly, etc. Covering Aeigis deflecters isn't a problem. X3

*Gives cookies.*

I don't want to seem pushy, and unless I've already missed them, are you going to be making the Sidewinder?


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 Post subject: Re: Se7eN's SW weapons
PostPosted: Thu Sep 23, 2010 4:45 am 
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Ensign
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Joined: Tue Sep 21, 2010 5:18 am
Posts: 4
The download link is broken.


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 Post subject: Re: Se7eN's SW weapons
PostPosted: Sun Nov 28, 2010 12:55 pm 
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Lieutenant Commander
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Joined: Sat Feb 28, 2009 3:47 pm
Posts: 68
It seems the download link has broken. Would anyone happen to have a new download link?

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 Post subject: Re: Se7eN's SW weapons
PostPosted: Sun Nov 28, 2010 1:17 pm 
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Admiral
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Joined: Tue Feb 26, 2008 9:09 am
Posts: 1983
Since he hasn't been on since June, I hope he won't mind this.


Attachments:
Svn_SW_weapons.zip [38.07 KiB]
Downloaded 234 times
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 Post subject: Re: Se7eN's SW weapons
PostPosted: Wed Dec 01, 2010 3:04 pm 
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Lieutenant Commander
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Joined: Sat Feb 28, 2009 3:47 pm
Posts: 68
Thank you very much! :D

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"I like nonsense, it wakes up the brain cells. Fantasy is a necessary ingredient in living, it's a way of looking at life through the wrong end of a telescope. Which is what I do, and that enables you to laugh at life's realities." --Dr. Seuss


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 Post subject: Re: Se7eN's SW weapons
PostPosted: Tue Jun 16, 2015 9:45 pm 
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Ensign
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Joined: Sun Jun 14, 2015 8:19 pm
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This remind me from the old days :D . I always used the Animated Machinegun and fire it like a badass guy.

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real brass knuckles


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 Post subject: Re: Se7eN's SW weapons
PostPosted: Sun Jun 28, 2015 11:43 pm 
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The artist formerly known as SilverWingedSeraph
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It probably reminds you of the old days because it's from FIVE FUCKING YEARS AGO.

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 Post subject: Re: Se7eN's SW weapons
PostPosted: Tue Jul 14, 2015 3:17 pm 
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Captain
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Joined: Wed Nov 13, 2013 12:43 am
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Location: A place with sand, lots of sand.
Dear god. Someone reinvented the 5-year necropost trick.

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Quite frankly I wonder why I ever began making ships for this. You see, my work never becomes quite as good as I feel it deserves to.


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