Search found 631 matches

by relanat
Fri Jan 08, 2016 6:16 am
Forum: Shipyards
Topic: Using debug mode.
Replies: 11
Views: 1722

Re: Using debug mode.

Here the first post of pixelfck's debug console topic, gunship ( or try http: not https:, might work) From: https://forums.kronosaur.com/viewtopic.php?f=54&t=6945 MOD DESCRIPTION: A beta release! A console build into a dockscreen, to serve as a replacement for the build in debug console Transcendenc...
by relanat
Wed Dec 30, 2015 5:17 am
Forum: The Drawing Board
Topic: Project Renegade
Replies: 78
Views: 21854

Re: Project Renegade

Um...WOW :shock: . That's really good, if you will excuse the understatement of the year.
by relanat
Wed Dec 30, 2015 4:11 am
Forum: Ideas & Suggestions
Topic: Get rid of the autopilot ROM?
Replies: 4
Views: 1063

Get rid of the autopilot ROM?

I've been playing since v1.08 (or somewhere around there) and the autopilot has been loaded before game start since that version and possibly before. Possibly a different ROM could be substituted for it these days. Unless the autopilot ROM has other uses that I haven't found, it's only value is the ...
by relanat
Wed Dec 30, 2015 3:19 am
Forum: Commonwealth
Topic: [1.6.1 SPOILERS] Is that all or am i missing something ?
Replies: 17
Views: 7068

Re: [1.6.1 SPOILERS] Is that all or am i missing something ?

A couple of versions ago, you could reliably find one stargate near the sun and the other much further out. I'm not sure if the code made it this way always or whether there was a degree of randomisation. This may have been changed but I've always had good results searching in the opposite area for ...
by relanat
Mon Dec 28, 2015 9:09 am
Forum: The Drawing Board
Topic: Start with Solar Panel Array
Replies: 22
Views: 6420

Re: Start with Solar Panel Array

If you go with the mini-fabricator type option, check out the MicroFactoryModule and ArmorRecyclerAndCreator mods. From memory one is a mini-tinker device with different recipes, and the other needs fuel as well as armor segments fed into it to produce better/undamaged armor. However they work it co...
by relanat
Mon Dec 28, 2015 3:20 am
Forum: The Drawing Board
Topic: Start with Solar Panel Array
Replies: 22
Views: 6420

Re: Start with Solar Panel Array

A solar panel array also isn't useful to everyone; some players may just choose to sell it. Nothing wrong with that. I rarely used any of the loot from Arco Vaughn but I always did the mission. A large part of the game is selling loot. The mod doesn't balance well ATM because EI500s die and the oth...
by relanat
Sun Dec 27, 2015 5:43 am
Forum: The Drawing Board
Topic: Start with Solar Panel Array
Replies: 22
Views: 6420

Re: Start with Solar Panel Array

I love the idea, too. So much better than 'find a box, stuff might be in it'. Plus the way you've laid out the code into separate modules is excellent. I'll probably be cutting and pasting that somewhen. Thanks :D . I like the EMP idea as well. Maybe you could use EMP to drop the shields and ionize ...
by relanat
Sun Dec 27, 2015 12:58 am
Forum: Mod Announcements
Topic: Basic Playerships mod
Replies: 3
Views: 1451

Re: Basic Playerships mod

Good stuff, gunship. Neat code and the notes in green are good. The PDF is excellent with all the links/where to get help. Very helpful. Well done.
by relanat
Fri Dec 18, 2015 2:58 am
Forum: The Drawing Board
Topic: Project Renegade
Replies: 78
Views: 21854

Re: Project Renegade

I've always wanted to be able to dump something behind me which would destroy or damage ships that are chasing me. Something like a barrel of really powerful explosive or acid. But a power that leaves a gravity or temporal rift or something similar directly behind your ship as you flee that would te...
by relanat
Fri Dec 18, 2015 2:55 am
Forum: Ideas & Suggestions
Topic: The great big balance alteration suggestion thread for 1.7
Replies: 91
Views: 10113

Re: The great big balance alteration suggestion thread for 1

My only thought is that most of the larger capital ships really need a long range bombardment weapon. The Phobos is one of two ships that scares me because it has the APA which is deadly and is very hard to kill because of the massive armor. I find I need to be very close to it to damage it which me...
by relanat
Fri Dec 18, 2015 2:26 am
Forum: Beginner's Luck
Topic: Any mods you would recommend for a newbie?
Replies: 15
Views: 5196

Re: Any mods you would recommend for a newbie?

Back on topic for good mods.

There are a couple of auton builder and auton hanger mods and one called FighterLogistics that are good fun.

Also give Waypoints a go. Makes things a bit easier without totally unbalancing the game.
by relanat
Fri Dec 18, 2015 2:20 am
Forum: Beginner's Luck
Topic: Any mods you would recommend for a newbie?
Replies: 15
Views: 5196

Re: Any mods you would recommend for a newbie?

Does ore pop out then disappear, or does no ore pop out at all? No ore pops out at all. But oops :oops: , it a normal thing. I haven't mined without mods for a couple of versions now. And I still hadn't tried pods so I gave vanilla 1.6 a go and found that it happens without mods. About 1 in 10 time...
by relanat
Sun Dec 13, 2015 5:42 am
Forum: The Drawing Board
Topic: Overlay mod information
Replies: 3
Views: 1072

Re: Overlay mod information

Thanks for the info. I will give the pteravore overlay code a go with numbers. Or maybe a colured cross or star, etc. Given that the pteravores stay on the same spot on the ship as it turns the numbers should also stay "in place". Or maybe I can use the ore marker numbers in PM's mining mods. I'm th...
by relanat
Wed Dec 09, 2015 2:29 am
Forum: The Drawing Board
Topic: Overlay mod information
Replies: 3
Views: 1072

Overlay mod information

I think the wreck of a ship is created by using the original graphic and placing a generic overlay over it to make it look dead and crappy. Similarly the pteravores are just a starfish overlay on the ship graphic. Also the disabled devices shown when using "B" are also the enabled graphic with a gre...
by relanat
Mon Dec 07, 2015 11:52 pm
Forum: Commonwealth
Topic: Transcendence Version Archives
Replies: 23
Views: 10719

Re: Transcendence Version Archives

Thanks. I was after 1.3 so I could have a go at Beyond the Mainline. I think (?) that it might be possible to recompile it from the source code, but there's enough stuff that I don't know how to do without adding more to the list. :lol: Also it would be good to be able to download other versions so ...