Search found 826 matches

by relanat
Thu Jan 30, 2020 5:01 am
Forum: Announcements
Topic: 1.9 Alpha 4
Replies: 12
Views: 15561

Re: 1.9 Alpha 4

Finally got a chance to have a good look. Awesome! The name change feature at game start is great. The ability to save games with a different character name is really helpful. The saved game list can be a bit confusing when there are multiple games there. The rings around Voerms in Eridani look spec...
by relanat
Thu Jan 30, 2020 4:57 am
Forum: Mod Announcements
Topic: Taipan GodShip
Replies: 12
Views: 2667

Re: Taipan GodShip

Dev version 270 for 1.9a4 attached. Requires 1.9a4 (API 48). The "Set All Items Known" and "Set All Items Unknown" actions for identifying all game items works again thanks to new code by George. Removed the <Items> XML from the Taipan base class. Items are now added in the specific ship class. All ...
by relanat
Thu Jan 30, 2020 4:53 am
Forum: Shipyards
Topic: thrust and thrustRatio explanation please
Replies: 3
Views: 211

thrust and thrustRatio explanation please

Messing about with plyChangeShip a while back. When adding a reactor to some ships so they could be flown as the playership I discovered that massive reactors were needed to thrust the ships. I assume this is somehow related to the two different values of 'thrust' and thrustRatio'. There was a chang...
by relanat
Tue Jan 21, 2020 8:44 am
Forum: Commonwealth
Topic: Gunsan should have no major threats
Replies: 5
Views: 319

Re: Gunsan should have no major threats

Remember that only the relevant systems are shown in a game. Perhaps Gunsan was a long way behind enemy lines at one stage. Point Vesta may be 5 or 6 systems more distant. The destruction of the Australia and Amazonia may have left an area open which allowed rapid progress by the Ares. Maybe the thr...
by relanat
Sun Jan 19, 2020 2:31 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 1061

Re: Trouble with getting mods to work

Firstly. well done. Modding can be very frustrating sometimes but you achieved what you set out to do. Good work. There are ways to make items appear at set times in the game. It isn't strictly necessary to carry them around from game start. As far as I'm concerned not being able to delete Multivers...
by relanat
Sun Jan 19, 2020 1:46 pm
Forum: Beta Bug Reports
Topic: 1.9 Alpha 4 crash report
Replies: 1
Views: 109

Re: 1.9 Alpha 4 crash report

Hi, mordrax. Head over to the so-called Ministry, http://ministry.kronosaur.com/. Log in using your Multiverse username. If you don't have one you can register one. This can also be used in the Multiverse section of kronosaur.com. This is not the same as your forum registration but you can use the s...
by relanat
Sat Jan 18, 2020 2:37 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 1061

Re: Trouble with getting mods to work

I'll simplify it a bit for new modders referring to this topic. 3 steps to get access to the item. 1. Copy the ENTITY declaration from the other mod into your playership mod. It will look something like this: <!ENTITY itTheItemZekeWants "0x????????"> This goes with the existing list of ENTITY declar...
by relanat
Fri Jan 17, 2020 5:51 am
Forum: The Drawing Board
Topic: The Final Strike
Replies: 64
Views: 12416

Re: The Final Strike

Then please consider this another push! :D And don't forget my Number 1 modding rule, "When the code won't work, start a new forum topic". Or IRC or Discord the problem. There are a huge number of really cluey people in the community who are only too happy to help (plus I always learn heaps from oth...
by relanat
Fri Jan 17, 2020 5:42 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 1061

Re: Trouble with getting mods to work

ROFL, love the writing style! :D I just wanted to dl it like the older versions on Xelerus. I put some of the 1.7 xmls up on xelerus because it is a PITA to use command line code to decompile the tdbs. A few people were having trouble, including me, but once the "Decompile.bat" file became widely kn...
by relanat
Tue Dec 17, 2019 2:27 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 1061

Re: Trouble with getting mods to work

As Ferdinand says, check the game version or last updated date for the xelerus mods. The newer ones have more chance of working but sometimes the older ones will. Startons and Sisters of Domina stations aren't guaranteed to appear in the game except in Eridani. The Sisters Cathedral will always appe...
by relanat
Tue Nov 26, 2019 3:47 am
Forum: Ideas & Suggestions
Topic: In-game Ship and Item Codex
Replies: 3
Views: 157

Re: In-game Ship and Item Codex

The "Item Information List" mod on xelerus will show the items that the player has already seen in the game. Unfortunately it isn't ideal as the cursor needs to be placed on an item for it to be added to the list. And it only shows the standard item list entry. The "Commanders Log"' mod in the Multi...
by relanat
Tue Nov 12, 2019 5:50 am
Forum: Ideas & Suggestions
Topic: Vary Ships by Enhancements/Defects
Replies: 9
Views: 303

Re: Vary Ships by Enhancements/Defects

I like this idea. The ships which are currently available are all the same just with different devices. ATM you can buy a Sapphire with different armor and weapons but it is still a Sapphire with all the Sapphire stats. Same with all ship classes. A faster Sapphire could be available at a higher cos...
by relanat
Tue Nov 12, 2019 5:47 am
Forum: Modding Reference
Topic: How do I open the debug console?
Replies: 3
Views: 5591

Re: How do I open the debug console?

Attached is a file "DebugStart.zip" with many thanks to NMS for supplying the code. It contains a file called 'DebugStart.bat'. The forum won't upload .bat files so it is in a .zip file. Either extract the .bat file or open the .zip file and copy the file from inside it. This file can be used to eas...
by relanat
Tue Nov 12, 2019 5:39 am
Forum: Beginner's Luck
Topic: Questions about saved games
Replies: 25
Views: 1343

Re: Questions about saved games

@NMS. Thanks for the bat file code. Much easier than changing the properties on a short-cut for every game folder. Nice one. Also I'll attach a bat file to the 'How to start debug mode' topic. @ Zeke. Valid points there. Thanks for bringing them up. I used to copy saves when I was playing. The fact ...
by relanat
Tue Nov 12, 2019 5:36 am
Forum: Mod Announcements
Topic: Taipan GodShip
Replies: 12
Views: 2667

Re: Taipan GodShip

Dev version 262 removed from above post and 264 attached here.
Requires 1.9a2 (API 46).

Fixes a bug where armor couldn't be installed in the Items or Ship Dock Services screens. It was giving an error. My typo!