Search found 500 matches
- Tue Apr 24, 2018 3:59 am
- Forum: Mod Announcements
- Topic: Arco Vaughn Targeting ROM
- Replies: 1
- Views: 496
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) ...
- Tue Apr 24, 2018 3:39 am
- Forum: Mod Announcements
- Topic: Enemy Intelligence
- Replies: 0
- Views: 19
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...
- Tue Apr 24, 2018 3:16 am
- Forum: Modding Reference
- Topic: how to use the AE-FunctionHelp mod
- Replies: 0
- Views: 11
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...
- Tue Apr 24, 2018 3:13 am
- Forum: Beginner's Luck
- Topic: Help! I apparently somehow accidentally sold my military ID
- Replies: 8
- Views: 595
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...
- Thu Apr 19, 2018 1:30 am
- Forum: Ideas & Suggestions
- Topic: discussion lose backwards compatibility after 1.8 stable release
- Replies: 2
- Views: 71
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 ...
- Thu Apr 19, 2018 1:26 am
- Forum: The Drawing Board
- Topic: cut-down ODMSpeedometer
- Replies: 0
- Views: 50
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....
- Thu Apr 19, 2018 1:19 am
- Forum: Shipyards
- Topic: customPicker list counting query
- Replies: 2
- Views: 104
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...
- Thu Apr 19, 2018 1:17 am
- Forum: Shipyards
- Topic: various questions and stuff
- Replies: 7
- Views: 255
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 ...
- Thu Apr 19, 2018 1:15 am
- Forum: Shipyards
- Topic: Sublime Text for modding
- Replies: 2
- Views: 200
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 ...
- Thu Apr 19, 2018 12:27 am
- Forum: Ideas & Suggestions
- Topic: mission feedback
- Replies: 4
- Views: 555
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 ...
- Fri Apr 13, 2018 1:20 am
- Forum: Shipyards
- Topic: Version - API - Transdata list?
- Replies: 1
- Views: 60
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.
Or does anyone have one they can attach?
If it included the Transdata version to use as well that would be great.
- Fri Apr 13, 2018 1:10 am
- Forum: Commonwealth
- Topic: Bringing any gameplay systems over from expansions?
- Replies: 5
- Views: 379
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...
- Mon Apr 09, 2018 4:49 am
- Forum: Shipyards
- Topic: customPicker list counting query
- Replies: 2
- Views: 104
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...
- Mon Apr 09, 2018 4:43 am
- Forum: The Drawing Board
- Topic: The Final Strike
- Replies: 55
- Views: 5593
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...
- Mon Apr 09, 2018 4:40 am
- Forum: Mod Announcements
- Topic: The Final Strike
- Replies: 25
- Views: 1227
Re: The Final Strike
Woah! I thought I'd have a closer look at the suicide Polar as it went off. BIG mistake!
Luckily I was in a GodShip.

Luckily I was in a GodShip.