Search found 451 matches

by gunship256
Sun May 22, 2016 3:27 pm
Forum: The Drawing Board
Topic: Weapon that hurts to fire
Replies: 10
Views: 2728

Re: Weapon that hurts to fire

artemisFowl made a weapon a few weeks ago that damage's the player's own armor when it's fired. Let me know if you're interested so I can remember to ask him for the code. You do that :D Thanks! OK - I just sent him a PM. I may not get a reply for quite a while - possibly not even until September.
by gunship256
Sun May 22, 2016 3:05 pm
Forum: Ideas & Suggestions
Topic: More Visceral Gameplay ideas
Replies: 42
Views: 4971

Re: More Visceral Gameplay ideas

Regarding swivel, I like that suggestion. It could potentially be linked with something that adds more swivel for lighter guns and less for heavier guns, potentially adjusting this by ship so that there is a clearer distinction between fighters and heavy gunships, with the former being more agile a...
by gunship256
Sun May 22, 2016 1:43 pm
Forum: Ideas & Suggestions
Topic: More Visceral Gameplay ideas
Replies: 42
Views: 4971

Re: More Visceral Gameplay ideas

There are some great suggestions here. We could definitely use a greater variety of missiles. Ships could do with built-in swivel so that the vanilla weapons don't have to be modified. Swivel also needs to a property of the weapon slot so that mods can't make swivel go away (by setting fire arc to N...
by gunship256
Sun May 22, 2016 4:40 am
Forum: Shipyards
Topic: Need to find out which ship fired a shot
Replies: 10
Views: 1971

Re: Need to find out which ship fired a shot

This is for the PDmod update, not for the vanilla devices.

I'm not sure what you mean by going against a device as opposed to with it. Could you please provide more details?
by gunship256
Sat May 21, 2016 4:59 pm
Forum: The Drawing Board
Topic: Weapon that hurts to fire
Replies: 10
Views: 2728

Re: Weapon that hurts to fire

artemisFowl made a weapon a few weeks ago that damage's the player's own armor when it's fired. Let me know if you're interested so I can remember to ask him for the code.
by gunship256
Sat May 21, 2016 3:14 pm
Forum: The Drawing Board
Topic: AutoShield defense devices
Replies: 13
Views: 3188

Re: AutoShield defense devices

What do you think about taking away the hitpoints and giving each shot a damage of 1? That would make it possible to balance against vanilla devices. Yeah that would be fine, so it would basically be an area denial for missiles but still let beams go through. It sounds like we need to take the 360-...
by gunship256
Sat May 21, 2016 2:47 pm
Forum: The Drawing Board
Topic: AutoShield defense devices
Replies: 13
Views: 3188

Re: AutoShield defense devices

No idea how to make it balanced but the idea is it makes a cloak of particles to block damage. Maybe just make the cloak thinner or have less particle emission per second. I'm thinking about how we can incorporate this device into the PDmod update. It does look very difficult to balance. What do yo...
by gunship256
Sat May 21, 2016 2:28 pm
Forum: Shipyards
Topic: XML Manipulation Functions: Test Code
Replies: 14
Views: 1686

Re: XML Manipulation Functions: Test Code

Are you using typGetXML?

Join us in IRC sometime. There are several of us that are trying to figure it out.
by gunship256
Sat May 21, 2016 2:04 pm
Forum: Shipyards
Topic: XML Manipulation Functions: Test Code
Replies: 14
Views: 1686

Re: XML Manipulation Functions: Test Code

Here's a mod that is the simplest possible example of using typGetXML and typCreate together: Reprogrammed Launchers https://forums.kronosaur.com/viewtopic.php?f=25&t=7577 It was a proof-of-concept that also gave me an item I wanted in the game pretty badly anyway. I've linked to it several times in...
by gunship256
Sat May 21, 2016 2:03 pm
Forum: Modding Reference
Topic: TypCreate Reference Thread
Replies: 1
Views: 1350

Re: TypCreate Reference Thread

Thanks! This is very helpful.

It's yet another thread that deserves to be stickied.

EDIT:
This mod is the simplest possible example of using typGetXML and typCreate together:

Reprogrammed Launchers
https://forums.kronosaur.com/viewtopic.php?f=25&t=7577
by gunship256
Sat May 21, 2016 1:53 pm
Forum: The Drawing Board
Topic: PDmod update
Replies: 28
Views: 7005

Re: PDmod update

Question on "friendly but angry" ships: Does sysFindObject using "Y Only objects angry at the player (or enemies)" work on green/friendly ships? Sort of. Here's what I'm using: "bsmY -H N:20" This targets the following: Red ships Missiles and beams fired by red ships Green, angry ships (This is a w...
by gunship256
Sat May 21, 2016 6:32 am
Forum: The Drawing Board
Topic: PDmod update
Replies: 28
Views: 7005

Re: PDmod update

UPDATE It turns out that ICX devices are only shooting at friendly freighters when "Fire at Angry Friendlies" is ON *and* the freighters are associated with an angry station, such as an annoyed Black Market station. This isn't a bug so much as it is an annoyance, since the game doesn't give any indi...
by gunship256
Sat May 21, 2016 3:39 am
Forum: Ideas & Suggestions
Topic: Idea: Targeting ROM from Kate if you agree to rescue Katami.
Replies: 7
Views: 1163

Re: Idea: Targeting ROM from Kate if you agree to rescue Kat

I think that's AssumedPseudonym's intention: the targeting ROM is an aid that's offered before the mission is over.
by gunship256
Sat May 21, 2016 3:11 am
Forum: Ideas & Suggestions
Topic: Pub Rumors for the Outer Realm
Replies: 10
Views: 1470

Re: Pub Rumors for the Outer Realm

I wish rumors were revamped like this so that it makes the universe more "alive". At least tell the player a lot of important info or maybe even give a lot of randomly generated sidequests from random people you meet at the bar. That's one of the things I like about Eternity Port. Visiting stations...
by gunship256
Sat May 21, 2016 2:55 am
Forum: Shipyards
Topic: Custom launcher problem: inherit
Replies: 5
Views: 920

Re: Custom launcher problem: inherit

~ltell gunship* is this still an issue? not sure whether to respond or not https://forums.kronosaur.com/viewtopic.php?f=5&t=7583 RPC - I got your message on IRC a bit late, so I thought I'd respond here. The problem was that the mod needed usesXML="true" inside of the the TranscendenceExtension tag...