Search found 1912 matches

by Betelgeuse
Wed Feb 02, 2011 10:56 pm
Forum: Community Discussions
Topic: Board is back!
Replies: 38
Views: 4060

Re: Board is back!

nice to see the forums again :D

It hasn't left my home page for years now. 8-)
by Betelgeuse
Tue Dec 14, 2010 11:05 pm
Forum: Shipyards
Topic: making a map
Replies: 3
Views: 578

making a map

Was just thinking it might be useful to put a map on a dockscreen (sort of like a scrollable minimap). Once buttons come in it will help alot with scrolling and zooming. You could use this to plot out directions. A mission could show you the route the freighter takes and probable ambush points. With...
by Betelgeuse
Fri Sep 03, 2010 10:46 pm
Forum: Ideas & Suggestions
Topic: Sandbox factory brainstorm
Replies: 7
Views: 1440

hmm it would be nice to see this happen with non player ships also. You could even help protect some miners so they can bring their product to refineries and protect the trade ships that come from those so you can buy supplies. This could be less economical for the player. (minimal profit or goods t...
by Betelgeuse
Wed Sep 01, 2010 1:48 am
Forum: Shipyards
Topic: Key Mappings in 1.02
Replies: 12
Views: 4120

random thought will the custom commands be able to still use the old function of the key? So we can piggy back onto the old function (and maybe even disallow it if needed)
by Betelgeuse
Sun Aug 22, 2010 10:23 pm
Forum: Ideas & Suggestions
Topic: Ringer ships
Replies: 24
Views: 2355

Research ships that orbit planets gathering samples.

I would say the cap ship would double as a power generation and storage. A large ship that stays near energy sources using its large size as a safety measure.

Modular ships, ie ships that combine. Might work better for a different sovereign.
by Betelgeuse
Tue Aug 10, 2010 6:29 pm
Forum: Ideas & Suggestions
Topic: systems
Replies: 0
Views: 701

systems

I don't exactly know where this should go but I think this is an interesting question. What defines a system? There are three parts of this that I think; objects, processes, and conventions. Objects are easy as they are the physical objects in the system. From stars to ships. Processes are getting b...
by Betelgeuse
Tue Aug 10, 2010 12:47 am
Forum: Ideas & Suggestions
Topic: Allow dynamically generated systems (without using XML)
Replies: 5
Views: 1063

some random thoughts

Would like to create a new system.
Would like to add to system via functions, planets, stars, stations.
Would like to erase a system.
Would like to save the state of a system and be able to restore that at a later time.
Would like to alter that system state via functions.
by Betelgeuse
Fri Aug 06, 2010 11:34 pm
Forum: Ideas & Suggestions
Topic: station appearance influences
Replies: 4
Views: 917

station appearance influences

I have heard some interesting stories about some lucky systems and that got me thinking about how a given station would influence the appearance of other stations in the system. Some simple examples is if you have an arms dealer already you are less likely to need more. The more dealer stations you ...
by Betelgeuse
Sun Aug 01, 2010 12:08 am
Forum: Shipyards
Topic: Key Mappings in 1.02
Replies: 12
Views: 4120

I see there will be ToggleEnableDevice00 through ToggleEnableDevice32 soon. I was wondering if we could do that with invoking items also. That way we could tie script with a key. A separate idea when invoking an item with a key it could be tied to multiple keys. Would it be possible to tell in scrip...
by Betelgeuse
Sat Jul 24, 2010 9:59 pm
Forum: Ideas & Suggestions
Topic: Campaigns & Adventures
Replies: 14
Views: 2331

some more practical concerns here. When creating an adventure we can only use one file for the adventure. This is extremely limiting. We can't exclude content. Say I am making a trading adventure and the user has a standard mod that allows them to process wrecks for scrap. This would kill the tradin...
by Betelgeuse
Sun Jul 18, 2010 10:59 pm
Forum: Shipyards
Topic: Changing Ships Sample
Replies: 11
Views: 1113

is there a way of disabling other resurrection systems? For example I don't want to waste my insurance on a robotic scout ship. Also is resurrection only tied to the player? For example you have a group of ships that follow you around and protect you when not in direct control but can be directly c...
by Betelgeuse
Sun Jul 18, 2010 9:16 pm
Forum: Shipyards
Topic: Changing Ships Sample
Replies: 11
Views: 1113

is there a way of disabling other resurrection systems? For example I don't want to waste my insurance on a robotic scout ship. Also is resurrection only tied to the player? For example you have a group of ships that follow you around and protect you when not in direct control but can be directly co...
by Betelgeuse
Sat May 29, 2010 4:12 am
Forum: Gaming
Topic: Revenge of the Titans
Replies: 0
Views: 1770

Revenge of the Titans

I have been playing the demo for a bit and it seems like a fun game. It also has mac and linux versions. Anyone else play it yet?

link http://www.puppygames.net/revenge-of-the-titans/
by Betelgeuse
Thu May 27, 2010 10:32 pm
Forum: Ideas & Suggestions
Topic: ship specializations
Replies: 0
Views: 603

ship specializations

an interesting idea came up on irc. Have categories for the number of slot multiplier an given item would take on a given ship. For example you could have a ship that doesn't handle alien weapons well so you would say <SlotMulitplier criteria="w +alien;" value="150"> where the value is 100 times the...
by Betelgeuse
Tue May 18, 2010 2:44 am
Forum: Ideas & Suggestions
Topic: Some ideas for Trascendence features
Replies: 20
Views: 2364

Re: Some ideas for Trascendence features

idea threads rule :D Alright, since I've bee a way, and I've been doing some thinking: A slot system for weapon installing and uninstalling: This system would allow for better customization of weapons and their locations. It would use a specialized interface for installing and uninstalling weapons (...