Search found 123 matches

by 0xABCDEF
Tue Sep 05, 2017 11:09 pm
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 47136

Re: Multiverse open for uploading mods

There should be a built-in way to request and assign UNID spaces for modders. This would save the work of having to check the UNID database every time an extension is submitted.

Multiverse users should also be able to directly download any extensions they have in the Collection.
by 0xABCDEF
Tue Sep 05, 2017 4:52 am
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 47136

Re: Multiverse open for uploading mods

I think the Multiverse should be coded to check a modder's assigned unregistered UNIDs instead of just allowing them to assume any without telling anyone first.
by 0xABCDEF
Tue Sep 05, 2017 4:46 am
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 47136

Re: Multiverse open for uploading mods

There should be a way for people other than George to review submitted mods in case he is too busy to check them.
by 0xABCDEF
Fri Sep 01, 2017 8:34 am
Forum: Commonwealth
Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
Replies: 10
Views: 6435

Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence

I have implemented SystemType, SystemPartTable, SystemMap (TopologyCreator, TopologyProcessor) elements/attributes and fixed a possible bug with redundant Type Binding during initialization (note: Type Binding usually happens twice at a time to address overrides and external UNIDs).
by 0xABCDEF
Wed Aug 16, 2017 6:08 pm
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 39
Views: 20575

Re: Continuous beam weapons

1. No relativistic beams in Part I.

Hitscan beams are too extreme and unusual for Part I. They are not a very good mechanic for me and improving other mechanics such as AI could enhance gameplay more effectively.
by 0xABCDEF
Wed Aug 16, 2017 3:25 am
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 39
Views: 20575

Re: Continuous beam weapons

As I understand it, continuousbeam isn't any harder to dodge than a projectile - they move forwards at the same rate. It's a more interesting, prettier mechanic, so I support it, especially considering it diversifies the array of available weapons. I would say that I'd rather limit it to lancers, a...
by 0xABCDEF
Mon Aug 14, 2017 4:49 am
Forum: Announcements
Topic: 1.8 Alpha 2
Replies: 20
Views: 34177

Re: 1.8 Alpha 2

They still do recharge their shields with coils (until they run out). Actually, every ship with superconducting shield generators will automatically use its superconducting coils to recharge when necessary and this behavior is hardcoded into the engine. https://github.com/kronosaur/Mammoth/blob/fed...
by 0xABCDEF
Sat Aug 12, 2017 12:57 am
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 20
Views: 17208

Re: Changing ships at shipyards

Here are some ideas: The player should get more opportunities to temporarily fly ships for free. For instance, when a player joins the Commonwealth military/fleet, they could get the option to station their personal ship in a hangar and borrow a standard-issue military ship such as a Centurion or Br...
by 0xABCDEF
Fri Aug 11, 2017 6:17 pm
Forum: Announcements
Topic: 1.8 Alpha 2
Replies: 20
Views: 34177

Re: 1.8 Alpha 2

digdug wrote:
Fri Aug 11, 2017 6:06 pm
wouldn't be a good thing to have a ministry ticket for these to describe officially the changes ?
It seems to be that George forgot about the changes when he wrote the API spec tickets.
by 0xABCDEF
Sat Aug 05, 2017 12:11 am
Forum: New Developers
Topic: Getting started with git and github
Replies: 18
Views: 43669

Re: Getting started with git and github

The merge commits from that pull request were from some mismanagement on my computer. I have found out how to remove them using the rebase command. Personally, I use GitHub Desktop because it provides a good GUI to view and prepare commits, regardless of whether it seems somewhat incomplete with mis...
by 0xABCDEF
Fri Aug 04, 2017 6:29 pm
Forum: New Developers
Topic: Getting started with git and github
Replies: 18
Views: 43669

Re: Getting started with git and github

I find that the GitHub Desktop works fine with the Kronosaur/master repository branches; just select the local master, then click Compare, select Kronosaur/master, then click Update from Kronosaur/master. What issues do you have with the Desktop?
by 0xABCDEF
Thu Aug 03, 2017 4:52 am
Forum: Commonwealth
Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
Replies: 10
Views: 6435

Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence

I will be working towards moving all user messages and internal notes into a separate console window. I will try to make the console update independently from the main window using Java's multithreading API. I plan to define the hierarchy in the program code, but in the meantime I will try to add cu...
by 0xABCDEF
Tue Aug 01, 2017 8:12 pm
Forum: Commonwealth
Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
Replies: 10
Views: 6435

Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence

Actually, TransGenesis ignores all files except those with the .xml extension. Turns out that I forgot to make the text area editable. On another thought, its size is not changeable or dynamic because I do not know enough about the current layout scheme right now; additionally, the unusual way that ...
by 0xABCDEF
Tue Aug 01, 2017 6:57 pm
Forum: Commonwealth
Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
Replies: 10
Views: 6435

Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence

The large white text box at the bottom of the editing screen is where you can edit the text content. Any changes to XML data are not saved until you click Save. For debugging purposes, can you refer to some mods that silently crash the program? I am not very experienced at creating UI in Java, but I...
by 0xABCDEF
Tue Aug 01, 2017 2:04 am
Forum: Shipyards
Topic: self-repairing armor on NPCs query
Replies: 2
Views: 2184

Re: self-repairing armor on NPCs query

Station dock auto-repair is defined by one of two attributes on the StationType: shipRegen or shipRepairRate. The ship repair seems to ignore all armor attributes except maxHP.

It appears that the only way to disable these attributes is to override the StationType.