Search found 451 matches
- Sun May 08, 2016 5:24 pm
- Forum: The Drawing Board
- Topic: PDmod update
- Replies: 28
- Views: 24886
Re: PDmod update
I've eliminated most of the UI bugs now, but there's still one I can't figure out. The code below should save settings so that they can be retrieved later. It works most of the time, but NOT if a game is saved and then re-opened. For some reason, if I save and re-open a game, it forgets the data I s...
- Sun May 08, 2016 4:16 pm
- Forum: The Drawing Board
- Topic: PDmod update
- Replies: 28
- Views: 24886
Re: PDmod update
2016 05 08 PDmod update settings.PNG UPDATE The UI for settings has been an interesting philosophical question. For now, I've decided to make friendly-fire avoidance a toggle and make the rest of the settings selectable using the number keys. There's now a new setting that lets the player escort th...
- Sun May 08, 2016 2:38 pm
- Forum: Shipyards
- Topic: system list in dockscreen help please
- Replies: 4
- Views: 5080
Re: system list in dockscreen help please
This is a bit of a necro post, but I know someone who's trying to do something similar. He ended up looking at the code for RPC's custom autopilot device:
http://xelerus.de/index.php?s=mod&id=1017
http://xelerus.de/index.php?s=mod&id=1017
- Sat May 07, 2016 6:12 pm
- Forum: The Drawing Board
- Topic: PDmod update
- Replies: 28
- Views: 24886
Re: PDmod update
UPDATE I've moved the basic settings over to a dockscreen and removed the code that installs the old PDmod settings ROMs. I've left the anti-beam device settings on the ROMs for now until I can verify that the basic settings are working properly. I need to do a playthrough from Eridani to Sanctuary ...
- Sat May 07, 2016 2:13 pm
- Forum: The Drawing Board
- Topic: PDmod update
- Replies: 28
- Views: 24886
Re: PDmod update
UPDATE The random muzzle flash George saw in the stream is gone now. I set fireEffect to null in the XML of each weapon, which unfortunately means that the muzzle flash is also gone when the weapon is actually firing. I've updated the mod to api 29. So far, it looks like everything is working the wa...
- Sat May 07, 2016 1:26 pm
- Forum: Beginner's Luck
- Topic: New to the game, finding it hard to evaluate the weapons.
- Replies: 12
- Views: 11149
Re: New to the game, finding it hard to evaluate the weapons
Generally for people who have trouble aiming I'd suggest a light omnidirectional weapon (basically a turreted weapon) for shooting most ships, and a missile launcher with heavy tracking missiles (eg. Km500 or XM900) for dealing with heavy targets. This trades off damage potential for reliability. U...
- Sat May 07, 2016 1:10 pm
- Forum: Beginner's Luck
- Topic: How to manage Fuel and not go broke?
- Replies: 14
- Views: 16066
Re: How to manage Fuel and not go broke?
1. Use solar armor.... You can also reduce power use by buying weapons that use ammunition. While it's difficult nowadays because of the lack of low-level fuel in the endgame, it's still entirely possible to complete the game on a stock reactor by using guns that draw power from ammo, rather than t...
- Sat May 07, 2016 4:55 am
- Forum: The Drawing Board
- Topic: Swivel Weapons Platforms
- Replies: 37
- Views: 40298
Re: Swivel Weapons Platforms
Here's 0.19 alpha: d064_SwivelWeaponsPlatforms 0.19 alpha.zip CHANGES Changed the powerUse of the Atalanta and Spartan from 1 MW to 2 MW at the suggestion of relanat. Added a speed:133 reduction back to the Apollo under the assumption that omni for a launcher should be worth +100% like omni is for a...
- Sat May 07, 2016 4:45 am
- Forum: Mod Announcements
- Topic: Smart Spiders and Arrays
- Replies: 33
- Views: 46039
Re: Smart Spiders and Arrays
0.30 alpha is available now.
CHANGES
Spiders and arrays only refresh the dockscreen now if they move around while actually on the playership. This prevents patch spiders on Ranx dreadnoughts from refreshing the playership's dockscreen.
CHANGES
Spiders and arrays only refresh the dockscreen now if they move around while actually on the playership. This prevents patch spiders on Ranx dreadnoughts from refreshing the playership's dockscreen.
- Sat May 07, 2016 3:04 am
- Forum: The Drawing Board
- Topic: Domina Restores Armor or Shields
- Replies: 1
- Views: 3349
Re: Domina Restores Armor or Shields
Quick fix:
0.11 alpha CHANGES: Based on AssumedPseudonym's suggestion, if a shield is disabled, Domina now repairs armor instead giving the player the option of enabling and charging the shield.
0.11 alpha CHANGES: Based on AssumedPseudonym's suggestion, if a shield is disabled, Domina now repairs armor instead giving the player the option of enabling and charging the shield.
- Sat May 07, 2016 2:52 am
- Forum: Shipyards
- Topic: Checking to see whether shields are enabled
- Replies: 3
- Views: 2847
Re: Checking to see whether shields are enabled
Ha - never mind. I was being a dum-dum. I must have typed the original code into the debug console incorrectly. After fixing a bug that's somewhat unrelated to the original problem I had (incorrectly using "*sI" with objEnumItems instead of "sI"), the code works now. Here's the working version: ; sh...
- Sat May 07, 2016 2:39 am
- Forum: Patch Discussions
- Topic: 1.7a1a Issues that can be fixed in XML
- Replies: 30
- Views: 39910
Re: 1.7a1a Issues that can be fixed in XML
Domina shouldn’t try to recharge a disabled shield, I mean. If your shield is disabled, She should just go straight to patching up your armor, instead. (If the shield is disabled, odds are that either it was done deliberately, it was drawing too much power for the reactor, or you have meteorsteel ...
- Sat May 07, 2016 2:21 am
- Forum: Patch Discussions
- Topic: 1.7a1a Issues that can be fixed in XML
- Replies: 30
- Views: 39910
Re: 1.7a1a Issues that can be fixed in XML
On the other hand, just having Domina not try to recharge a disabled shield could be argued to be a fix — I can’t see how that would be considered to be desired behavior. Restore currently doesn't recharge disabled shields. I'm suggesting as a fix that Restore first enable the shield automatically ...
- Sat May 07, 2016 2:15 am
- Forum: Beginner's Luck
- Topic: How to manage Fuel and not go broke?
- Replies: 14
- Views: 16066
Re: How to manage Fuel and not go broke?
Heavy gunships in midgame tend to carry level 4 helium-3 assemblies: Dwarg masters, steel slavers, Marauder Barbaries. If you're careful not to install a shield that draws too much power, you can still rely on looted fuel. In most cases, reactor efficiency is less important than fuel availability. E...
- Sat May 07, 2016 12:09 am
- Forum: Patch Discussions
- Topic: 1.7a1a Issues that can be fixed in XML
- Replies: 30
- Views: 39910
Re: 1.7a1a Issues that can be fixed in XML
Domina Restore: bug and armor repair inconsistency If the player invokes Restore while the ship's shield is disabled, the shield isn't properly charged. EDIT: In this situation, Domina should repair armor instead. Stations and repair kits can repair armor segments at 0 hp (1.7 alpha), but Restore ca...