Search found 941 matches

by AssumedPseudonym
Fri Apr 18, 2014 2:42 am
Forum: Mod Announcements
Topic: Auton Overhaul (Alpha Release)
Replies: 4
Views: 1875

Re: Auton Overhaul (Alpha Release)

 Not so much an update or testing as a need to say this: *Ahem.* Holy kack the -C is fun! ^.^  That said, so far I’m running with an unmodified 1M and a pair of 1M/i’s, eight 300D’s (one with a Dual Recoilless Cannon and a Class II, another with an Omniturbo, and one with an Urak Mass Driver just fo...
by AssumedPseudonym
Tue Apr 15, 2014 2:31 am
Forum: Shipyards
Topic: Preventing weapon installation on a playership
Replies: 3
Views: 610

Re: Preventing weapon installation on a playership

 Yeah, I’d already wrestled with that one — http://forums.kronosaur.com/viewtopic.php?p=57136#p57136 — before <CanInstallItem> was fixed to work more on just armor. As near as I can tell, setting a max value to 0 acts as a delimiter. If you need to keep something from being installed, it looks like ...
by AssumedPseudonym
Tue Apr 15, 2014 1:27 am
Forum: Shipyards
Topic: Preventing weapon installation on a playership
Replies: 3
Views: 610

Re: Preventing weapon installation on a playership

 Yep, you have to handle that through events. <Events> <CanInstallItem> (block nil (if (eq (itmGetCategory gItem) 4) (setq return "Weapons cannot be installed on this ship.") (setq return true) ) ) return </CanInstallItem> </Events>  …Or something to that effect.
by AssumedPseudonym
Mon Apr 14, 2014 1:46 am
Forum: Shipyards
Topic: Main drive compartment coordinates?
Replies: 2
Views: 541

Re: Main drive compartment coordinates?

 …Ah-ha, so I was on the right track. I had a feeling this was going to be some pixels-from-center shenanigans instead of the pixels-from-top-left-corner like the HUD stuff uses. Thanks for clarifying.
by AssumedPseudonym
Sun Apr 13, 2014 6:06 pm
Forum: Shipyards
Topic: Main drive compartment coordinates?
Replies: 2
Views: 541

Main drive compartment coordinates?

 Basically, how do I properly assign them? I’m looking at the code for Nomad Salvager to get some frame of reference, here. Going by the fact that the x-coordinate is negative and stays the same while the y-coordinate changes, it looks the coordinates are being assigned with the ship facing to the r...
by AssumedPseudonym
Sun Apr 13, 2014 3:26 am
Forum: Ideas & Suggestions
Topic: Compartments making bosses a bit too tough?
Replies: 31
Views: 5585

Re: Compartments making bosses a bit too tough?

 I’m not sure about resistances, but I’m pretty sure you need WMD weapons to do more than one point of damage at a time. I do agree that this is something that might need looked into, though.  On a similar-ish note, do various repair devices have any effect on compartment damage, or do they only eff...
by AssumedPseudonym
Mon Apr 07, 2014 3:57 am
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 106743

Re: Transcendence Picture thread

TranscendenceScreenshot.jpg  This was just such a lolwut of a system that I had to screenshot it. In the system between Rigel Aurelius and Charon, there’s a Sung Slave Camp, a Sapiens Camp… and a Centauri Warlord Stronghold. And that’s with just vanilla and CC topology and system generation. Someti...
by AssumedPseudonym
Wed Apr 02, 2014 3:11 am
Forum: Shipyards
Topic: How to add attributes that are displayed to the player?
Replies: 2
Views: 584

Re: How to add attributes that are displayed to the player?

 After decompiling the Osaka extension, I found this:

Code: Select all

	<Type UNID="&OPS_vvMiscAttributes;">
		<DisplayAttributes>
			<!-- Manufacturer -->
			<ItemAttribute label="Nakura"         		criteria="* +Nakura;"/>
			<!-- Function -->
			<!-- Etc -->
		</DisplayAttributes>
	</Type>
by AssumedPseudonym
Tue Apr 01, 2014 11:34 pm
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 106743

Re: Transcendence Picture thread

 So I have about a metric kack-ton of ship designs, because I had been going to make a 40-facing overwrite of all of the ships back in 1.1. I didn’t have the ship models, though, so I just made up my own. This got mentioned in IRC while WillyTheSquid — and yes, I am totally blaming him for this post...
by AssumedPseudonym
Tue Apr 01, 2014 5:02 pm
Forum: The Drawing Board
Topic: Question on weapon turrets
Replies: 1
Views: 680

Re: Question on weapon turrets

 In <Devices>:

Code: Select all

<DeviceSlot criteria="w~l" omnidirectional="true"/>
 That should do it.
by AssumedPseudonym
Sat Mar 29, 2014 3:48 pm
Forum: Ideas & Suggestions
Topic: tombstones in-game ?
Replies: 8
Views: 1504

Re: tombstones in-game ?

 No, no extra fighting, just a little message when a fellow pilgrim goes boom.
by AssumedPseudonym
Sat Mar 29, 2014 2:37 pm
Forum: Announcements
Topic: 1.3 Beta 1
Replies: 84
Views: 27699

Re: 1.3 Beta 1

 More or less random 1.3-related comment: The more I see the turning thrusters, the less I like them. I thought I would get used to them, but I really just haven’t. I keep thinking something’s wrong with my ship every time I turn when I first fire up the game (and it’s even worse after having been u...
by AssumedPseudonym
Sat Mar 29, 2014 1:39 pm
Forum: Ideas & Suggestions
Topic: tombstones in-game ?
Replies: 8
Views: 1504

Re: tombstones in-game ?

 I like the idea. It would make it feel more like you’re not the only pilgrim out there heading coreward — and serve as a reminder (in character, at least) that the odds are not in your favor.
by AssumedPseudonym
Sat Mar 29, 2014 11:34 am
Forum: Stable (v1.7) Bug Reports
Topic: [U]sable item hint.
Replies: 0
Views: 902

[U]sable item hint.

 Not a major one, here, but one that might be worth mentioning. This is one that’s only going to happen at the beginning of a game before you have used any items, of course. If you have an uninstalled device in your cargo hold that you can only be invoked when it’s installed, the hint still pops up ...
by AssumedPseudonym
Fri Mar 28, 2014 5:49 am
Forum: Shipyards
Topic: Jay2Jay's Modding Questions Thread
Replies: 14
Views: 2747

Re: Jay2Jay's Modding Questions Thread

 I can help with Question One. …Sorta. I’m not sure how to go about restricting it by output or capacity, but I can throw a few other ways of limiting reactors at you: <Events> <CanInstallItem> (block nil (if (and (eq (itmGetCategory gItem) 64) ; This specifies reactors, (or (geq (itmGetFrequency gI...