Search found 107 matches
- Wed May 30, 2018 5:46 pm
- Forum: Shipyards
- Topic: function list stuff
- Replies: 8
- Views: 22080
Re: function list stuff
I've made a PR for the changes here The function list entry (- x) -> -x is prefixed with a space when it is printed to the debug log using AE-FunctionHelp. This is the only entry which has this. But none of the function list forum webpages have it! From WordPad, but the space can also be seen in the...
- Wed May 30, 2018 5:23 pm
- Forum: Shipyards
- Topic: rpgSelectorInitialItem help please
- Replies: 2
- Views: 3379
Re: rpgSelectorInitialItem help please
It looks like you are using rpgSelectorInitialItem correctly and there is nothing wrong in dsD789GodWeaponsDockscreen.. I think the problem is actionBack in dsD789GodGetItemsDockscreen - you are returning to the first screen with another scrShowScreen command. This means you are not returning to the...
- Fri Feb 09, 2018 6:59 pm
- Forum: Ideas & Suggestions
- Topic: Minotaur class
- Replies: 36
- Views: 38669
Re: Minotaur class
For special ability I'm thinking that one device slot (for omni weapons) is designated as linked-fire. Basically, if the player installs an omni weapon, it will fire along with the primary when you fire (unless disabled). What do you all think? The linked-fire feature would be very useful to have (...
- Sun Oct 08, 2017 3:04 pm
- Forum: Shipyards
- Topic: language inherit query
- Replies: 2
- Views: 3485
Re: language inherit query
There are two ways to reduce the amount of duplication. One is to inherit from a base class. With a station baseclass you can inherit the language, events, docking ports etc. However, you cannot currently inherit the DockScreens elements. For example: <StationType UNID="&baStarGate"> <DockingPorts> ...
- Sun Oct 08, 2017 2:48 pm
- Forum: Shipyards
- Topic: thanks to giantcabbage and George for debug console improvements
- Replies: 2
- Views: 3412
Re: thanks to giantcabbage and George for debug console improvements
Glad you liked it! Tab is probably one of the most used keys on my keyboard ;o)
- Sat Sep 30, 2017 12:33 pm
- Forum: Ideas & Suggestions
- Topic: Continuous beam weapons
- Replies: 39
- Views: 29947
Re: Continuous beam weapons
If anything, I like to be able to zoom the SRS screen out and see more long-range combat. Other games I play (Endless Sky one of them) seem to have a fetish for short-range combat, which gets annoying at times. Overuse of short-range combat feels more like hack-and-slash instead of a shooting game....
- Sat Sep 30, 2017 12:12 pm
- Forum: Mod Announcements
- Topic: Close Quarter Combat
- Replies: 4
- Views: 18392
Re: Close Quarter Combat
Yes, I completed a full play through on 1.8a3 and it definitely helped reduce a lot of the boring combat - shooting at ships looks a lot better than waiting for little red dots to disappear. Have you considered making this a registered extension? Might get more attention and get others / George to t...
- Mon Sep 18, 2017 9:07 pm
- Forum: Mod Announcements
- Topic: Close Quarter Combat
- Replies: 4
- Views: 18392
Re: Close Quarter Combat
I like this idea. I managed to play through the first couple of systems in 1.8a2 and everything seemed to work well.
Alas one of the 1.8a3 fixes has changed some functions to return numbers rather than strings which breaks the mod - probably this one ;o)
Alas one of the 1.8a3 fixes has changed some functions to return numbers rather than strings which breaks the mod - probably this one ;o)
- Sun Sep 17, 2017 8:02 pm
- Forum: Commonwealth
- Topic: When did finishing the game kill your save? Why is that ok?
- Replies: 13
- Views: 10492
Re: When did finishing the game kill your save? Why is that ok?
My vote is to keep the General tab as the default first tab for the commodities exchanges as that is the one which shows commodities rather than devices / armor. In many space games commodity or trade goods are in a different tab or menu to ship devices / upgrades, so new players would likely expect...
- Sat Aug 26, 2017 8:00 am
- Forum: Ideas & Suggestions
- Topic: Changing ships at shipyards
- Replies: 20
- Views: 21908
Re: Changing ships at shipyards
6. If you have wingmen (Volkov, etc.) you can either upgrade their ship (as above) or give your ship to them and trade in their ship. [Not sure the UI for this; maybe you just have to swap ships with them.] There should also be a way to install new devices / armor on your wingmen's existing ships. ...
- Fri Aug 18, 2017 4:17 pm
- Forum: Patch Discussions
- Topic: [Concept]: Outlaw miner update
- Replies: 22
- Views: 64616
Re: [Concept]: Outlaw miner update
For info, tbAsteroidOre is both level AND location scaled (i.e. different ore for metallic / organic / rocky asteroids). It is used for: ore found in asteroids Ferian station treasure ore carried by outlaw miner T31s sysAddRandomOreByValue selects random ore appropriate to the system using a probabi...
- Thu Aug 17, 2017 7:25 pm
- Forum: Patch Discussions
- Topic: [Concept]: Outlaw miner update
- Replies: 22
- Views: 64616
Re: [Concept]: Outlaw miner update
Looks like a good plan. Assuming you do this via git you don't have to do everything at once. In fact it's often easier to split large changes into smaller incremental alterations, that way each change is also easier to review and if George doesn't like a particular change you can just revert the co...
- Wed Aug 16, 2017 6:36 pm
- Forum: Ideas & Suggestions
- Topic: Continuous beam weapons
- Replies: 39
- Views: 29947
Re: Continuous beam weapons
I'm definitely swayed by the skeptics. And I particularly agree that there is no point in doing them if they don't add something interesting to the game. Currently Transcendence only really has two weapon types: (slow) bullets and (homing) missiles. There is even some overlap as not all missiles ar...
- Sun Aug 13, 2017 5:41 pm
- Forum: Ideas & Suggestions
- Topic: Continuous beam weapons
- Replies: 39
- Views: 29947
Re: Continuous beam weapons
1. Convert all lancers to continuous beam: Lancers were originally meant to simulate long beams, so this might be a natural evolution. We may or may not want to add more lancers to the game if we do this (particularly at lower levels). I've always disliked lancers as a player weapon due to the way ...
- Sun Aug 13, 2017 2:06 pm
- Forum: Ideas & Suggestions
- Topic: Changing ships at shipyards
- Replies: 20
- Views: 21908
Re: Changing ships at shipyards
For SotP Commonwealth / Corporate shipyards I'd go with: Ronin, Centurion, Britannia, IAV, Asterion, Scorpion EP / near stars could add the UAS ships (Zulu, Oromo, Sotho, T31) Freighters (EI100, EI200, and Armstrong) probably need more trading content / balance before adding them as playable ships. ...