Search found 86 matches
- Tue Mar 11, 2014 6:35 pm
- Forum: Announcements
- Topic: 1.3 Beta 1
- Replies: 84
- Views: 63783
Re: 1.3 Beta 1
Thank you, George, for the new engine effects. I had been struggling with this recently and wished for something exactly like this.
- Fri Jan 31, 2014 3:56 pm
- Forum: Shipyards
- Topic: AI ship doesn't attack
- Replies: 2
- Views: 1989
Re: AI ship doesn't attack
There are no other orders. When the station (and its guards) are created, they are presumably created with the order to "guard" the station. All the other ships except that one followed orders perfectly and attacked. I can't figure out what's going on.
- Thu Jan 30, 2014 8:46 pm
- Forum: Shipyards
- Topic: AI ship doesn't attack
- Replies: 2
- Views: 1989
AI ship doesn't attack
So I have an AI faction in my game that works pretty well, but I just ran into a station with a ship docked at it... and the ship continued to stay docked with the station as I pummelled and destroyed the station. Explosion, bits of space debris flying about, and it never moved. Even after I started...
- Thu Jan 30, 2014 8:39 pm
- Forum: Shipyards
- Topic: drive devices
- Replies: 3
- Views: 2360
Re: drive devices
Thank you! I wouldn't have guessed that.
- Thu Jan 30, 2014 6:36 pm
- Forum: Shipyards
- Topic: drive devices
- Replies: 3
- Views: 2360
drive devices
So, I understand how thrust is additive rather than substantive for drive devices, but what about maxSpeed? If I have a ship with a maxSpeed of 28 and install a drive device with a max speed of 22, is my new maxSpeed 22, or is it still 28?
- Thu Jan 30, 2014 6:30 pm
- Forum: Shipyards
- Topic: EncountersVol01.xml breaks adventure
- Replies: 8
- Views: 3901
Re: EncountersVol01.xml breaks adventure
Probably something to do with Huaramarca. When you created an adventure extension, it doesn't create the gate or topology for Huaramarca, but the Huari in EncountersVol01.xml needs it.
- Mon Jan 20, 2014 6:25 am
- Forum: Shipyards
- Topic: How to remove 'Nice Shooting!' messages from ships?
- Replies: 11
- Views: 5137
Re: How to remove 'Nice Shooting!' messages from ships?
That seems to work. And it doesn't interfere with the other Commonwealth ships messages, so I'm pleased with that. Thank you both.
- Sun Jan 19, 2014 7:04 pm
- Forum: Shipyards
- Topic: How to remove 'Nice Shooting!' messages from ships?
- Replies: 11
- Views: 5137
Re: How to remove 'Nice Shooting!' messages from ships?
you can override svPlayer so the messages are gone That's what I thought, but I can't find where that is (the message, not svPlayer). The only place I could find that has the "Nice Shooting!" message was in RPGWingmen. I tried changing that, but it didn't seem to work. That's why I was wondering if...
- Sun Jan 19, 2014 4:38 pm
- Forum: Shipyards
- Topic: How to remove 'Nice Shooting!' messages from ships?
- Replies: 11
- Views: 5137
Re: How to remove 'Nice Shooting!' messages from ships?
I thought about that, but the problem is that the way I have it coded now, the mines use the sovereign of the space object that fires the weapon. That way, I can use the same weapon on an AI ship and it will work correctly. And the player can salvage that same weapon and use it correctly as well. I'...
- Sun Jan 19, 2014 6:21 am
- Forum: Ideas & Suggestions
- Topic: AI and counters
- Replies: 0
- Views: 1976
AI and counters
I'd like to see the AI use counters more intelligently. It's not a big problem when the counter is a capacitor, but using a temperature counter on an AI ship results in it happily blasting away until the weapon breaks. Although capacitors don't seem to work right either. As PM pointed out, capacitor...
- Sun Jan 19, 2014 6:05 am
- Forum: Shipyards
- Topic: How to remove 'Nice Shooting!' messages from ships?
- Replies: 11
- Views: 5137
Re: How to remove 'Nice Shooting!' messages from ships?
Sorry to necro this thread, but are some of those messages hard-coded? The only thing in the xml with the actual message "Nice Shooting!" that I could find was in RPGWingmen. I tried changing changing it and everyone (except presumably wingmen) was still saying "Nice Shooting!" I have a mod that use...
- Sun Jan 12, 2014 5:32 am
- Forum: Stable (v1.7) Bug Reports
- Topic: Device limit
- Replies: 3
- Views: 2724
Re: Device limit
Exactly.So if you install a weapon they will remove a reactor?
- Sat Jan 11, 2014 5:57 pm
- Forum: Stable (v1.7) Bug Reports
- Topic: Device limit
- Replies: 3
- Views: 2724
Device limit
Has anyone else run into this? When the device limit on a ship is reached, instead of telling the player that the device limit is reached, stations will swap out the reactor.
- Mon Sep 09, 2013 4:50 pm
- Forum: Shipyards
- Topic: Explanation of the new planet designations?
- Replies: 4
- Views: 3024
Re: Explanation of the new planet designations?
There we go. Thanks, George! This is exactly what I was asking about.
- Sun Sep 08, 2013 5:27 am
- Forum: Ideas & Suggestions
- Topic: Station Balance
- Replies: 5
- Views: 2850
Re: Station Balance
My point is; IN COMPARISON TO THEIR SHIPS, some stations are counterintuitively weak. (Really? "Counterintuitively" isn't a word? It should be. I'm making it one, spell check.)