Search found 720 matches

by Xephyr
Tue Mar 28, 2017 5:28 pm
Forum: Anacreon General Discussions
Topic: Restart happening?
Replies: 8
Views: 26

Re: Restart happening?

If they're library values, we can put them into a pull request on Github so all he has to do is pull the changes, provided he agrees with them.
by Xephyr
Fri Mar 24, 2017 5:50 am
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 26
Views: 301

Re: Armor balance discussion

It might also be important to consider armor frequency. Heavy Meteorsteel looks unbalanced at a glance, but I haven't seen a full set of it before the Ungoverned Territories since pre-1.0. I'm not sure that the shield interference penalty should be consistent across levels, because losing shields ma...
by Xephyr
Thu Mar 23, 2017 10:44 pm
Forum: Shipyards
Topic: Randomize wingman words
Replies: 5
Views: 73

Re: Randomize wingman words

For checking if your wingman's shields are down, use an <OnAttacked> event in the ship class <Events>. This should be compatible with the wingman base class.

Under the event, use (objGetShieldLevel gSource). If this returns zero then send a message;

(objSendMessage gSender gSource "message").
by Xephyr
Thu Mar 23, 2017 5:18 am
Forum: Shipyards
Topic: Wingman Behavior
Replies: 3
Views: 42

Re: Wingman Behavior

Wingmen docking to repair armor is handled in baStdWingmanBase. Commonwealth fleet wingmen do not inherit from this base class, so that's not handled (and is also why their orders are different).
by Xephyr
Thu Mar 23, 2017 12:53 am
Forum: Shipyards
Topic: Militia missions --> new format
Replies: 7
Views: 114

Re: Militia missions --> new format

I'd be willing to help with adding new missions. I've been pushing for having more stations use rpgMissionAssignment for that reason; Ideally I think there should be more missions than the player should reasonably expect to encounter in a typical game. Missions are probably the hardest type to creat...
by Xephyr
Tue Mar 21, 2017 2:53 pm
Forum: Shipyards
Topic: Randomize wingman words
Replies: 5
Views: 73

Re: Randomize wingman words

You can have a random list in a <text> element:

Code: Select all

<Text id="AttackTargetAck">
	(random (list
		"random1"	
		"random2"	
		"random3"	
		"random4"
	))
</Text>
by Xephyr
Tue Mar 21, 2017 5:35 am
Forum: Shipyards
Topic: Changing ships and gPlayership
Replies: 2
Views: 50

Re: Changing ships and gPlayership

No, escort doesn't need formAngle defined. The code works as it should until the player changes ships; The problem is that gPlayership apparently isn't changed to the new ship object.

plyChangeShip is supposed to update gPlayership to point to the new ship, but that seems to be broken.
by Xephyr
Tue Mar 21, 2017 4:50 am
Forum: Shipyards
Topic: Changing ships and gPlayership
Replies: 2
Views: 50

Changing ships and gPlayership

I thought that changing ships updated gPlayership to the new ship object, but when trying to refer to gPlayership in a behavior type, changing ships seems to break it. shpOrder requires target [escort] ### (shpOrder gSource "escort" gPlayership) ### Is there a way to refresh gPlayership to point to ...
by Xephyr
Sat Mar 18, 2017 1:13 am
Forum: Bug Reports & Tech Support
Topic: Eternity Port won't install - Unable to find library 00910000
Replies: 1
Views: 55

Re: Eternity Port won't install - Unable to find library 00910000

00910000 is the Near Stars library, which should have downloaded alongside the extension. Check you "Collections" folder for NearStarsVol01.tdb. Delete that and load the game again to re-download it (maybe the download was interrupted or something). Also make sure you're running the latest version o...
by Xephyr
Thu Mar 16, 2017 12:48 am
Forum: Anacreon General Discussions
Topic: Balance final tweaks/changes before Beta 3
Replies: 29
Views: 374

Re: Balance final tweaks/changes before Beta 3

GDMs I think need particular attention. I think they should still be cheap to build, and should be buffed to make them stand a reasonable chance at damaging attackers, but I don't think they should be made fixed rather than multi-shot. Basically, they should be an easy investment for new players, bu...
by Xephyr
Sat Mar 11, 2017 4:01 pm
Forum: Shipyards
Topic: Possible flaw in mission types?
Replies: 6
Views: 132

Re: Possible flaw in mission types?

In <OnCreate> it searches for the nearest centauri warlords station, stores the object ID, and registers for events. If the station is destroyed, then <OnObjDestroyed> gets called. This event first checks that the object destroyed matches the ID we stored (needed for for complex missions where we m...
by Xephyr
Sat Mar 11, 2017 1:22 am
Forum: Shipyards
Topic: Possible flaw in mission types?
Replies: 6
Views: 132

Re: Possible flaw in mission types?

If you are searching for targets etc. in <OnCreate> then you should also register for their events (msnRegisterForEvents gSource targetObj). If any mission critical objects are destroyed just call msnSuccess / msnFailure and the engine should destroy the mission. From my understanding, msnRegisterF...
by Xephyr
Fri Mar 10, 2017 2:40 pm
Forum: Official Extensions
Topic: Project Renegade (Beta) (1.7)
Replies: 30
Views: 4627

Re: Project Renegade (Beta) (1.7)

Looks good, still no Vallican reactors anymore :( I used to love the 75MW model. Just big enough for most of the ships to power safely and lasts long enough to clean an entire system. They should have a 50% chance of spawning at any colony, dockyard, or refinery. If you can't find any that's a prob...
by Xephyr
Fri Mar 10, 2017 2:51 am
Forum: Shipyards
Topic: TransArt170.zip
Replies: 7
Views: 170

Re: TransArt170.zip

Um, so if I wanted a hero image of the EI100 and EI200 would it be in this file? Or is it a whole heap of stuff that needs mucho graphics work to make it resemble a ship? They contain all the Truespace scene files with the meshes in them. If you can't operate truespace (and don't feel bad, not a lo...
by Xephyr
Thu Mar 09, 2017 9:21 pm
Forum: Official Extensions
Topic: Project Renegade (Beta) (1.7)
Replies: 30
Views: 4627

Re: Project Renegade (Beta) (1.7)

Updated to 0.26.5. This is a minor release with bugfixes and some ship additions. I did not include refining and mining missions yet, I'm holding off for balancing and testing. That said, I'm happy to say that I feel the extension is starting to come together. In 0.3, Citadel Space is going to feel ...