Search found 912 matches

by AssumedPseudonym
Mon Nov 12, 2018 6:37 pm
Forum: Shipyards
Topic: UNID Database
Replies: 550
Views: 81480

Re: UNID Database

 That happened. Welcome aboard! Go forth and do cool modding things. ^.^
by AssumedPseudonym
Tue Nov 06, 2018 3:18 pm
Forum: Mod Announcements
Topic: AE Mod Collection
Replies: 49
Views: 12572

Re: AE Mod Collection

 Random United has been updated with a massive weapon rebalance, coming on the heels of TBR having gotten the same treatment.
by AssumedPseudonym
Tue Nov 06, 2018 3:18 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 161
Views: 36028

Re: The Backroads — an alternate route

 Update of the (insert random time period here): Progress is slow as I keep finding ways to procrastinate on making missions. <size=75>One of these years, I promise. <.< >.> <.<;</size> In the meantime, I went through and did a massive rebalance on all of the weapons. There are three that probably a...
by AssumedPseudonym
Mon Nov 05, 2018 6:53 am
Forum: Mod Announcements
Topic: Cabbage Corp
Replies: 58
Views: 18859

Re: Cabbage Corp

 While apparently not something that affects being able to use it, one thing I ran across while looking through Cabbage Corp is that both &xtCCCabbageCorpExtension; and &unidCCTopology; are set as 0xDA27C002, and both &xtCCCabbageCorporateCommandExtension; and &unidCCIdaSegment; are set as 0xDA27C003.
by AssumedPseudonym
Sun Nov 04, 2018 11:40 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 161
Views: 36028

Re: The Backroads — an alternate route

 I don’t currently have any in-game documentation on what weapons can be set as secondaries on the Pariah, installed on the Ferry, or linked on the Psi, but here’s the basics (or at least as much as I can recall without some serious source-diving at why-the-kack-am-I-still-awake o’clock in the morni...
by AssumedPseudonym
Thu Nov 01, 2018 7:52 am
Forum: Ideas & Suggestions
Topic: Support for side mouse buttons and binding two keyboard keys to same function
Replies: 1
Views: 188

Re: Support for side mouse buttons and binding two keyboard keys to same function

 Actually, as long as you’re not using the same key for different things depending on setup, you can already do that with the Settings.xml file. Go down to the keymap section, find the function you’re looking for, copypasta, and change the key on the copy to you want it to use.
by AssumedPseudonym
Wed Oct 10, 2018 3:46 am
Forum: The Drawing Board
Topic: Xortek Corporation
Replies: 3
Views: 432

Re: Xortek Corporation

 My initial impression of the playership is that it feels just a touch fragile, which is not necessarily a bad thing what with the Sapphire-esque approach you took by giving it fairly substantial starting funds. The handling is crisp and responsive without feeling twitchy. I like its gimmick, too. I...
by AssumedPseudonym
Wed Oct 10, 2018 12:08 am
Forum: Mod Announcements
Topic: AE Mod Collection
Replies: 49
Views: 12572

Re: AE Mod Collection

 Time to announce a new mod: One Frame Turn ! You know those playerships that are hard to control precisely? This mod is designed to help with that. Using the “X” and “Z” keys will rotate the playership one facing clockwise or counterclockwise, respectively. Ideally, it would be “H” and semicolon, b...
by AssumedPseudonym
Wed Oct 03, 2018 3:18 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 161
Views: 36028

Re: The Backroads — an alternate route

 Okay. Part 1, to address relanat’s comments: The Monolith class cruiser was the one that took forever to get through the armor and then hull-died quickly. But it's relative. 16 heavy ithalium armor. They. Just. Will. Not. Die!  Oh! Yeah, the Monolith does go down a lot faster once you get through t...
by AssumedPseudonym
Sun Sep 30, 2018 12:52 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 161
Views: 36028

Re: The Backroads — an alternate route

 I am indeed! PM sent. ^.^
by AssumedPseudonym
Sun Sep 23, 2018 11:03 am
Forum: Ideas & Suggestions
Topic: Minotaur class
Replies: 36
Views: 2618

Re: Minotaur class

 I’m not entirely sure I agree with that idea, but that’s entirely from a balance perspective. The fore and aft armor segments do seem to cover a disproportionately high percentage of the ship’s perimeter (and that might need adjusted at some point), but the vulnerability of having a single forward ...
by AssumedPseudonym
Wed Sep 19, 2018 8:21 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 161
Views: 36028

Re: The Backroads — an alternate route

 Thanks for the feedback, I always appreciate it. ^.^ Tried the Naginata. The intro screens where you select ship devices are very clever. Nice one. (I'm gonna try and use that code too, TIA :D).  Feel free! Just note that there can be clashes between mods if more than one try to run a startup scree...
by AssumedPseudonym
Sat Sep 15, 2018 1:13 am
Forum: Announcements
Topic: 1.8 Beta 3 is Ready!
Replies: 17
Views: 13248

Re: 1.8 Beta 3 is Ready!

 It’s oddly fitting that Shrike and I, notorious partners in crime, wound up on the same page of the Special Thanks. Now I’m actually sort of curious whether that was deliberate or not, heh.
by AssumedPseudonym
Wed Sep 12, 2018 10:25 pm
Forum: Modding Reference
Topic: Function List — 1.8b3 (API 42)
Replies: 2
Views: 265

Re: Function List — 1.8b3 (API 42)

D E P R E C A T E D   F U N C T I O N S armGetHitPoints: DEPRECATED: Use (itmGetProperty item 'maxHP) instead. armGetName: DEPRECATED: Use itmGetName instead. armIsRadiationImmune: DEPRECATED: Use itmGetProperty instead. envHasAttribute: DEPRECATED: Use typHasAttribute instead fncHelp: (fncHelp symb...
by AssumedPseudonym
Wed Sep 12, 2018 10:24 pm
Forum: Modding Reference
Topic: Function List — 1.8b3 (API 42)
Replies: 2
Views: 265

Re: Function List — 1.8b3 (API 42)

(objAccelerate obj angle thrust [ticks]) -> velVector (objAddBuyOrder obj criteria priceAdj) -> True/Nil (objAddConnection obj1 connectType obj2 [options]) -> connectionID connectType: 'hinge 'rod 'spine options: 'pos1: position relative to obj1 'pos2: position relative to obj2 (objAddItem obj item|...