Search found 209 matches

by AdmiralZo
Sun Sep 29, 2019 6:18 am
Forum: Mod Announcements
Topic: Taipan GodShip
Replies: 10
Views: 1834

Re: Taipan GodShip

Awesome update as usual! Only one slight issue - galaxy travel doesn't work. It says " no binding for symbol 'destintation node' ". Seems like it's just a typo in line 437 of D789GodTravel.xml.

Could you please add a feature to set all stations in the galaxy known. Thanks!
by AdmiralZo
Wed Sep 04, 2019 1:40 pm
Forum: Shipyards
Topic: tractor beams query
Replies: 5
Views: 225

Re: tractor beams query

Wow!!! The 'butchered' code looks so advanced! :shock: :shock: It seems to be working pretty well too! The length of the effect can be varied using <GetParameters> <EffectType UNID="&efTractorBeam;" instance="owner" > <Effect> <Ray style= "grainy" shape= "tapered" width= "20" intensity= "9" lifetime...
by AdmiralZo
Tue Sep 03, 2019 4:16 am
Forum: Shipyards
Topic: couple of Ship Pointing mod event queries
Replies: 4
Views: 252

Re: couple of Ship Pointing mod event queries

1. The mod uses 'sysAddTypeTimerEvent' to fire a "ShipDirection" event. There is code which cancels this event after 200 ticks but I have a feeling this isn't needed. Do type timer events need to be canceled or only recurring type timer events? No, I don't think it needs to be cancelled because it ...
by AdmiralZo
Thu Aug 29, 2019 6:42 am
Forum: The Drawing Board
Topic: Secure cargo hold mod
Replies: 1
Views: 190

Re: Secure cargo hold mod

Awesome mod! Very useful and a good example of how to use those complicated XML functions.
by AdmiralZo
Wed Aug 28, 2019 8:44 am
Forum: Shipyards
Topic: tractor beams query
Replies: 5
Views: 225

Re: tractor beams query

Hmm, a gravity well would be interesting...but it would rip apart the ship you're trying to drag :D I've managed to make the tractor beam by using (objSetPos ...) and a recurring timer event. It sets the position of the object to be 10 light-seconds away from the player. The angle of the object is 1...
by AdmiralZo
Sat Aug 03, 2019 3:44 am
Forum: Mod Announcements
Topic: The Final Strike
Replies: 33
Views: 5525

Re: The Final Strike

No, it's not ready yet, but i'm getting there...maybe in a month...or two...
by AdmiralZo
Thu Aug 01, 2019 2:12 pm
Forum: Mod Announcements
Topic: The Final Strike
Replies: 33
Views: 5525

Re: The Final Strike

Progress report Updating: 32% completed . . . ||||||| ||||||||||||| Yes, progress is being made! albeit rather slowly... This update will focus on bug fixes, as well as new missions, a new sidequest and unique systems. Put your explorer skills to the test, by searching the systems for hyperglyph ro...
by AdmiralZo
Tue Jul 23, 2019 2:08 pm
Forum: Anacreon General Discussions
Topic: Hello! I'm back
Replies: 3
Views: 371

Re: Hello! I'm back

Not much. This era has been very quiet, no big wars or anything...yet.
by AdmiralZo
Sat Jul 20, 2019 1:47 pm
Forum: Anacreon General Discussions
Topic: Hello! I'm back
Replies: 3
Views: 371

Re: Hello! I'm back

Welcome back Finnian!!!! How are you my old friend?? :D
by AdmiralZo
Thu Jul 11, 2019 12:30 am
Forum: Commonwealth
Topic: Requests for older mods to be updated or improved
Replies: 8
Views: 1212

Re: Requests for older mods to be updated or improved

-Ranx Ships (When combined with Final Strike Mods) http://www.xelerus.de/index.php?s=mod&id=1207 Once the update for The Final Strike is completed, I'll try to make Ranx Ships compatible. Shouldn't be too hard, only need to change the level frequencies. Let me know if there's any other mods you wou...
by AdmiralZo
Sat Jun 01, 2019 3:03 pm
Forum: The Drawing Board
Topic: Add an EP ship to SOTP tutorial
Replies: 4
Views: 366

Re: Add an EP ship to SOTP tutorial

Wow, nice little tutorial there Relanat! :D I'm sure this will be very helpful to both beginner and more experienced modders alike! Good job!
by AdmiralZo
Tue May 07, 2019 4:51 am
Forum: Shipyards
Topic: Inconsistency in UnvGetElapsedGameTime
Replies: 3
Views: 312

Re: Inconsistency in UnvGetElapsedGameTime

Thanks NMS. I'll try using fmtNumber. I also found that (unvGetElapsedGameTime (unvGetTick) (add 7000 (unvGetTick)) 'display) also works.
by AdmiralZo
Thu May 02, 2019 12:45 pm
Forum: Shipyards
Topic: Inconsistency in UnvGetElapsedGameTime
Replies: 3
Views: 312

Inconsistency in UnvGetElapsedGameTime

Why does unvGetElapsedGameTime produce inconsistent outputs across games? In one game, (unvGetElapsedGameTime 0 7000 'display) will output 9 hours 41 minutes, in another game it will output 2 days 3 hours, and different again the next game. My understanding is that it should output 3 hours 53 mins b...
by AdmiralZo
Sat Apr 13, 2019 2:40 pm
Forum: Mod Announcements
Topic: The Final Strike
Replies: 33
Views: 5525

Re: The Final Strike

Thanks Warped95 and Alandra for your bug reports and suggestions. I haven't worked on this mod for just over a year now.... :shock: I'll probably try to fix a few things and get it up to date soon. @Warped95 it might repair itself over time, but I''m not sure. I might add a feature to repair all dam...
by AdmiralZo
Sun Apr 07, 2019 12:19 pm
Forum: Anacreon General Discussions
Topic: End of Era 5
Replies: 5
Views: 992

Re: End of Era 5

There is a weird bug where the number of space forces on your worlds are incorrectly reported. Only happens on your planets Only happens when you have a fleet at that planet (but not transferred onto the world) and there is also an enemy fleet at the same planet Resets on each update Each time you p...