Search found 1036 matches
- Sun Dec 11, 2011 8:10 am
- Forum: Ideas & Suggestions
- Topic: What do YOU want in 1.08?
- Replies: 51
- Views: 22107
Re: What do YOU want in 1.08?
Well, I could have them orbit, yeah, but it the problem is that stations would look weird if they didn't rotate with the planets and if I make stations move then docking becomes impossible :/ Not necessarily. You can dock with moving ships, you just have to get the velocity just right. What I think...
- Sat Dec 10, 2011 4:12 am
- Forum: Closed bug reports
- Topic: scBorer & amazing adventure in Ores
- Replies: 8
- Views: 12891
Re: scBorer & amazing adventure in Ores
I've been getting the same error. I've gotten it before and after the save file is loaded, sometimes both.
- Mon Dec 05, 2011 11:00 pm
- Forum: Beginner's Luck
- Topic: Who is Terek?
- Replies: 23
- Views: 12177
Re: Who is Terek?
As far as I know he should follow orders, but I'll check and make sure he does.
- Mon Dec 05, 2011 3:21 am
- Forum: Commonwealth
- Topic: RPC's Mega Permadeath challenge
- Replies: 64
- Views: 33322
Re: RPC's Mega Permadeath challenge
Heh. That looks hard. It's kind of funny that you have both fellow pilgrims and no powers installed. It completely takes away your advantage and gives it to someone else
- Sun Dec 04, 2011 6:05 pm
- Forum: Beginner's Luck
- Topic: Who is Terek?
- Replies: 23
- Views: 12177
Re: Who is Terek?
It was a problem in the code. I have it fixed for the next version of the Network, but I am having trouble getting it to work in 1.07 or 1.07a.
- Sun Dec 04, 2011 5:32 pm
- Forum: Mod Announcements
- Topic: Filling in Digdug's Shoes
- Replies: 6
- Views: 3737
Re: Filling in Digdug's Shoes
Thanks!
- Sat Dec 03, 2011 10:37 pm
- Forum: Closed bug reports
- Topic: 1.07a Problems with Overwrite and Images
- Replies: 4
- Views: 10926
1.07a Problems with Overwrite and Images
I was trying to update the Network to 1.07a. First I had a problem where it would not let me overwrite Huaramarca at all. It said it was an invalid UNID. Then after I found a temporary solution the game wouldn't let me use the image for Huari Habitats. It just says "Invalid Image" then the UNID of t...
- Fri Dec 02, 2011 11:50 pm
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 105545
Re: [MOD] The Network
I'll try to get the Network fixed for 1.07 and released this weekend.
- Fri Dec 02, 2011 4:15 am
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 105545
Re: [MOD] The Network
Thanks! For a lot of glitches, it would be helpful to know if you're using any other mods. I'm going to fix the errors with New Alcatraz when I update to 1.07 (It doesn't work in 1.07 for some reason, still working it out). I don't think I included anything like a black hole, or anything that would ...
- Mon Nov 28, 2011 10:56 pm
- Forum: Announcements
- Topic: 1.07
- Replies: 42
- Views: 29243
Re: 1.07
I found out the sphere drops out whenever you install an alien device, or at least a megadrive or jumpdrive.
- Sun Oct 02, 2011 5:07 pm
- Forum: Mod Announcements
- Topic: [Mod] Fellow Pilgrims
- Replies: 22
- Views: 14848
Re: [Mod] Fellow Pilgrims
When a pilgrim uses the Desperate Escape power, it works by waiting for the pilgrim to die, then duplicates it, and removes the wreck. The problem is that the pilgrim still has an explosion effect, so is there a way to make the keep the explosion effect from happening?
- Sun Oct 02, 2011 2:07 am
- Forum: Mod Announcements
- Topic: [Mod] Fellow Pilgrims
- Replies: 22
- Views: 14848
Re: [Mod] Fellow Pilgrims
I hadn't considered that. I already have some code working that can duplicate a pilgrim. It would be much easier to create another ship. Thanks. On a side note, the code I have working is for the Desperate Escape power. Is there a way to surpress effects (so the pilgrim doesn't look like it blows up...
- Sat Oct 01, 2011 4:14 pm
- Forum: Mod Announcements
- Topic: [Mod] Fellow Pilgrims
- Replies: 22
- Views: 14848
Re: [Mod] Fellow Pilgrims
That could work. I've been trying some code where the pilgrims follow the player with 1/4 chance each, only if the system is an equal or greater level. I've been testing it, but run into trouble where I can't use the gate the player left in as a space object, to get the destination and test it. I lo...
- Sat Oct 01, 2011 2:37 am
- Forum: Mod Announcements
- Topic: [Mod] Fellow Pilgrims
- Replies: 22
- Views: 14848
Re: [Mod] Fellow Pilgrims
Yes, but outbound is just a name that is applied to stargates. In the Network, in some systems I have Outbound2, Outbound3, and Outbound. My problem is that even it it tells which stargate is moving coreward, it would still mess up because the topology loops back on itself in some places. -----C----...
- Mon Sep 19, 2011 2:59 am
- Forum: Welcome and Introductions
- Topic: Hello
- Replies: 8
- Views: 12696
Re: Hello
Welcome to the forums!