Search found 328 matches

by relanat
Tue Apr 04, 2017 5:41 am
Forum: The Drawing Board
Topic: The Final Strike
Replies: 27
Views: 2749

Re: The Final Strike

shpOrder really needs a tutorial or more documentation. I'm still struggling with it but here's some stuff that might help (or at least generate discussion that helps). I think 'follow' only works if the object that is to follow is an auton or possibly only a mule auton. It could need something in t...
by relanat
Mon Apr 03, 2017 5:07 am
Forum: Shipyards
Topic: Nice Shooting codes
Replies: 8
Views: 140

Re: Nice Shooting codes

Possibly you are looking for the functions 'objTranslate' and 'plyMessage'. objTranslate will make a non-playership print a message on the screen centred on that ship, which means if that ship is out of sight the message will appear on the edge of the screen in the direction of that non-playership. ...
by relanat
Fri Mar 31, 2017 5:48 am
Forum: Shipyards
Topic: Nice Shooting codes
Replies: 8
Views: 140

Re: Nice Shooting codes

Thanks, sjf. I had been trying to find that.
by relanat
Wed Mar 22, 2017 6:33 am
Forum: The Drawing Board
Topic: Corporation Mods (or something like that)
Replies: 7
Views: 195

Re: Corporation Mods (or something like that)

This is great. Well done. The cash images are excellent. And I like the way you have used the old station images so your stations are different. You might need to put the Corporation area stargate a bit closer to the other stations so people can find it. Not out on the edge of the system. Some of th...
by relanat
Tue Mar 21, 2017 5:29 am
Forum: Shipyards
Topic: Changing ships and gPlayership
Replies: 2
Views: 73

Re: Changing ships and gPlayership

Shouldn't need to. ChangeShipMod automatically sets gPlayership as the new ship many times. Unless something in 1.7 broke it. EDIT: Just checked, working fine. It puts a new reactor into gPlayership no problems. I've been messing about with wingmen and it's driving me nuts. Possibly escort needs the...
by relanat
Tue Mar 21, 2017 3:54 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 140
Views: 19305

Re: The Backroads — an alternate route

I did get an error message TheBackroads.TDB: Line (46): Unable to find library: a010fff in the Mod Collection game screen (where it lists the files in your Collection) when it was downloading. It vanished at the end of the download. It downloaded OK though. And yikes, it is big. ====================...
by relanat
Tue Mar 21, 2017 3:32 am
Forum: Modding Reference
Topic: Transcendence Changelog
Replies: 20
Views: 1992

Re: Transcendence Changelog

Yep, link working. Thank you.
by relanat
Sat Mar 18, 2017 12:02 am
Forum: Mod Announcements
Topic: Shield Capacitors
Replies: 8
Views: 1096

Re: Shield Capacitors

Still getting the Microsoft error message in 1.7. But you're not alone. I used typCreate in a different mod and it also gives the same Microsoft error message. See https://forums.kronosaur.com/viewtopic.php?f=8&t=8049 for details. Still XP. Also with the introduction of the circular default HUDs, Sh...
by relanat
Fri Mar 17, 2017 11:48 pm
Forum: Modding Reference
Topic: Transcendence Changelog
Replies: 20
Views: 1992

Re: Transcendence Changelog

Dropbox link in the OP not working. Shrike mentioned something about dropbox changing stuff that affects mods.

And yes, I find the changelog very useful. Thanks for doing this.
by relanat
Fri Mar 17, 2017 11:41 pm
Forum: Modding Reference
Topic: XML modification tutorial
Replies: 5
Views: 125

Re: XML modification tutorial

Excellent. Thank you again. Got it now. This makes it clearer too. https://ministry.kronosaur.com/record.hexm?id=69815 Couple of things. It seems that any library you want to extend has to be in hexUNID format, not text/entity format. So extends= "0x00100000" not &unidHumanSpaceLibrary;. The textUNI...
by relanat
Wed Mar 15, 2017 3:25 am
Forum: Shipyards
Topic: Inputting straight from the keyboard query
Replies: 4
Views: 67

Inputting straight from the keyboard query

Although we can set the keyboard keys to different actions eg fire weapon, pause game, is there any way of linking code directly to a key. Not like using 'U'se and then using a key but directly while playing. As an example to make a Jotun-like deflector a lot more convenient ideally there could be t...
by relanat
Wed Mar 15, 2017 2:53 am
Forum: Mod Announcements
Topic: Semesta I.G.C
Replies: 58
Views: 9455

Re: Semesta I.G.C

Glad you're back. I didn't find any compatibility problems in Version 1.7 but didn't have much time to play.

That green sun is awesome.

And I love the auton filled systems. The way they fire from beyond visual range is great. Weapons fire and sounds everywhere. Yeehaa.
by relanat
Wed Mar 15, 2017 12:23 am
Forum: Official Extensions
Topic: Project Renegade (Beta) (1.7)
Replies: 30
Views: 4878

Re: Project Renegade (Beta) (1.7)

0.26.5 feedback Possible glitch in the docksceen sequencing. I didn't get the Ace Medallion until I redocked later despite being told I was going to get a reward but I'm pretty hazy on what happened so don't take this as gospel. Disregard this. I just didn't realise that the reward was credits and t...
by relanat
Tue Mar 14, 2017 11:26 pm
Forum: Modding Reference
Topic: XML modification tutorial
Replies: 5
Views: 125

Re: XML modification tutorial

IMPORTANT EDIT: I put a typo in my request topic which was inadvertantly carried over to this topic. <SellShip criteria="s L:1-13;" priceAdj="110"/> should NOT have a semi-colon ; after the 's' criteria. The correct code is that shown above. ================== This is excellent. Many thanks for doin...
by relanat
Tue Mar 14, 2017 2:38 am
Forum: Mod Announcements
Topic: Loyal Fleet Settlements
Replies: 3
Views: 968

Re: Loyal Fleet Settlements

Er, um, I uploaded the old version back again last time. Now Version 2 has been reuploaded at 225 downloads... really honestly truly.