Search found 500 matches

by relanat
Tue Apr 24, 2018 3:59 am
Forum: Mod Announcements
Topic: Arco Vaughn Targeting ROM
Replies: 1
Views: 503

Re: Arco Vaughn Targeting ROM

The dockscreen code in Arco Vaughn's habitat changed in 1.8a2 and broke the older version. There's an updated version (V2) on xelerus which works from 1.8a2 and higher. Doesn't work in earlier versions. Download the xelerus version to use in 1.8a2 and higher. Use the attached version (the original) ...
by relanat
Tue Apr 24, 2018 3:39 am
Forum: Mod Announcements
Topic: Enemy Intelligence
Replies: 0
Views: 27

Enemy Intelligence

A mod, based on the Korolov/gladiator info screens, which gives players access to device and max speed info for most of the enemy ships in the game. See the included README file for more info. Needs version 1.8b1 (API 40) or higher due to the introduction of the rogue Centurion ships. http://xelerus...
by relanat
Tue Apr 24, 2018 3:16 am
Forum: Modding Reference
Topic: how to use the AE-FunctionHelp mod
Replies: 0
Views: 16

how to use the AE-FunctionHelp mod

A quick topic to help people use a great mod by AssumedPseudonym. It prints a list in the debug log of all the functions in the game along with all the function help available for that function. Very handy in an rtf file for quick searching. Add the mod to your Multiverse collection here: https://mu...
by relanat
Tue Apr 24, 2018 3:13 am
Forum: Beginner's Luck
Topic: Help! I apparently somehow accidentally sold my military ID
Replies: 8
Views: 616

Re: Help! I apparently somehow accidentally sold my military ID

You can buy ammo at a lot of the stations in the game. Starton Eridani and other commonwealth metropolis have a good range. Weapon dealers also stock ammo as do military stations. More powerful ammo gradually becomes available as you progress through the game. And you can sometimes find ammo in ship...
by relanat
Thu Apr 19, 2018 1:30 am
Forum: Ideas & Suggestions
Topic: discussion lose backwards compatibility after 1.8 stable release
Replies: 2
Views: 80

discussion lose backwards compatibility after 1.8 stable release

I've been waiting for the stable release of 1.8 to update a lot of my mods. Most still work but use older code for things like playership screens, dockscreen code, etc. Would it be a good idea to remove the backwards compatibility code for older game versions in new game versions after 1.8? I'm not ...
by relanat
Thu Apr 19, 2018 1:26 am
Forum: The Drawing Board
Topic: cut-down ODMSpeedometer
Replies: 0
Views: 53

cut-down ODMSpeedometer

Attached is a cut-down version of RPC's ODM Speedometer mod from xelerus. It's a great little mod. It shows the playership's speed in small numbers directly under the ship. The original full version of the mod caused a lot of lag the last time I tried it as it shows speed for all ships within 30 ls....
by relanat
Thu Apr 19, 2018 1:19 am
Forum: Shipyards
Topic: customPicker list counting query
Replies: 2
Views: 107

Re: customPicker list counting query

I hadn't thought of using a struct and couldn't have worked out the code either. (@ result) gives the list of non-repeating nodes needed to create the list and (count (@ result node) ) gives the number of stations. Wth this and some code ideas from The Final Strike I've managed to get rid of all the...
by relanat
Thu Apr 19, 2018 1:17 am
Forum: Shipyards
Topic: various questions and stuff
Replies: 7
Views: 259

Re: various questions and stuff

Thanks. Seen later in the changelog while looking for something else: Starting with 0.99, design types such as ShipClass, ItemType, and StationType have been unified. In general, anything with an UNID is considered a "design type" and some functions will work with any design type. Not sure where to ...
by relanat
Thu Apr 19, 2018 1:15 am
Forum: Shipyards
Topic: Sublime Text for modding
Replies: 2
Views: 202

Re: Sublime Text for modding

Here's an example. I'm not sure if you can change the colours of the text but there are a heap of customizations avalable in the Preferences section so I would say probably. It's not ideal. I use the mouse a lot and really miss the mouse toolbar from Notepad++. One touch save/cut/paste/copy/undo is ...
by relanat
Thu Apr 19, 2018 12:27 am
Forum: Ideas & Suggestions
Topic: mission feedback
Replies: 4
Views: 559

Re: mission feedback

I had a look. It is the guard order in tbCommDefenders and gateOnThreat order in tbCommPrivateCraft that is doing it somehow. Entry from tbCommDefenders <Ship levelFrequency="uccrv -----" count="1" class="&scRoninB;" orders="guard"/> tbCommPrivateCraft has a gateOnThreat order on the end instead of ...
by relanat
Fri Apr 13, 2018 1:20 am
Forum: Shipyards
Topic: Version - API - Transdata list?
Replies: 1
Views: 62

Version - API - Transdata list?

Is there a Version - API list somewhere?
Or does anyone have one they can attach?
If it included the Transdata version to use as well that would be great.
by relanat
Fri Apr 13, 2018 1:10 am
Forum: Commonwealth
Topic: Bringing any gameplay systems over from expansions?
Replies: 5
Views: 382

Re: Bringing any gameplay systems over from expansions?

I was only asking to add the stations with armor nanoforges to part one This might be possible now with the optional libraries code. You would need to have bought the expansion so the code still remains restricted. But possibly everything might come over too, like Part 1 into Part 2. Not sure on th...
by relanat
Mon Apr 09, 2018 4:49 am
Forum: Shipyards
Topic: customPicker list counting query
Replies: 2
Views: 107

customPicker list counting query

Still working on the Find Ship/Find Station code for the GodPlayerShip. Many thanks to those that have already helped. The current code returns a sorted cut-down unvFindObject list as appears in the image below. This format gets a bit cumbersome if there are many ships of the selected type in the ga...
by relanat
Mon Apr 09, 2018 4:43 am
Forum: The Drawing Board
Topic: The Final Strike
Replies: 55
Views: 5609

Re: The Final Strike

Nice work. No extra stargates are created anywhere. Now it doesn't matter if HumanSpaceStargates code is in the system code. This code must draw on the TopologyCreator info to create stargates unless stopped by noAutoGateCreate. Thanks. Slowly but surely a bit more info sinks into the ol' noggin. Al...
by relanat
Mon Apr 09, 2018 4:40 am
Forum: Mod Announcements
Topic: The Final Strike
Replies: 25
Views: 1241

Re: The Final Strike

Woah! I thought I'd have a closer look at the suicide Polar as it went off. BIG mistake! :D
Luckily I was in a GodShip.