Search found 569 matches

by NMS
Thu Mar 24, 2016 8:20 am
Forum: Announcements
Topic: 1.7 Alpha 1a Update
Replies: 47
Views: 94371

Re: 1.7 Alpha 1a Update

That's because the damage sometimes rounds down to 0. With the new WMD system there's no minimum of 1 damage anymore. Instead the damage is calculated, taking into account armor resistance and WMD (weapons with no WMD only do 10% to stations with multihull and the compartments of capital ships), the...
by NMS
Tue Mar 22, 2016 7:04 am
Forum: Shipyards
Topic: Monthly Mod Jam — March 2016
Replies: 20
Views: 9959

Re: Monthly Mod Jam — March 2016

Thanks for taking the time to write all that out. I was aware of most of it, but it could really help people getting started. Some of this should really be added to the wiki, too. (Probably in https://wiki.kronosaur.com/modding/xml/itemtype and https://wiki.kronosaur.com/modding/xml/stationtype .) "...
by NMS
Sun Mar 20, 2016 1:53 am
Forum: Ideas & Suggestions
Topic: Balancing Iocrym sentinels
Replies: 63
Views: 29224

Re: Balancing Iocrym sentinels

Also, defending only their front wouldn't be very useful to them while they're targeting something other than the player, such as a research station.
by NMS
Tue Mar 15, 2016 9:56 pm
Forum: Commonwealth
Topic: Kytryn Plasma Pods Unusable?
Replies: 5
Views: 4796

Re: Kytryn Plasma Pods Unusable?

Well, they have failsafe 6, so at speed 30 they have to travel 30 * 6 / 50 = 3.6 light seconds ~ 86 pixels before they're armed. But they should still go off if they collide with an object. If they're colliding but failing to go off, that seems like an example of this bug . In 1.7A they were changed...
by NMS
Tue Mar 15, 2016 4:55 pm
Forum: Shipyards
Topic: Rasiermesser manufacturing plant
Replies: 2
Views: 1923

Re: Rasiermesser manufacturing plant

(if (not (objGetData gSource "Destroyed")) I'm not sure this works. I think you want (objIsAbandoned spaceObject). And you should cancel the timer if it's abandoned (unless you think it might stop being abandoned). (sysAddObjRecurringTimerEvent 90 gSource "Reload") This needs to be inside something...
by NMS
Mon Mar 14, 2016 4:16 pm
Forum: Commonwealth
Topic: LIMITING HOWITZER AMMO
Replies: 13
Views: 7567

Re: LIMITING HOWITZER AMMO

Well, in the case of kinetic weapons, the answer is that the mass of the projectile is negligible. For instance, the recoilless cannon fires a projectile at 0.4 c every 16 game seconds, while using 1 MW. So the projectile must mass less than 1.13 micrograms. But you can't think too carefully about t...
by NMS
Wed Mar 02, 2016 9:30 am
Forum: Commonwealth
Topic: APA Community Analysis AGAIN
Replies: 10
Views: 6849

Re: APA Community Analysis AGAIN

George shouldn't have nerfed the APA. Phobos > ICS. Now it goes otherwise. Anything to fix this/anyway to get a previous Trans build? The change to the APA isn't a nerf. It does the same average damage. The main change is that it can get partial hits. Before, those shots would have either hit or mi...
by NMS
Wed Mar 02, 2016 8:41 am
Forum: Announcements
Topic: 1.7 Alpha 1a Update
Replies: 47
Views: 94371

Re: 1.7 Alpha 1a Update

I find that x-ray lasers show up in most games if you check all the Bushido dealers and independent weapon dealers. As for omni weapon balance in general, I think it's reasonable for most omni weapons to have slightly lower fire rates and be one level higher than their non-omni equivalent. That was ...
by NMS
Fri Feb 26, 2016 10:52 pm
Forum: Shipyards
Topic: Weapon hit detection
Replies: 9
Views: 4002

Re: Weapon hit detection

I was under the impression <OnDamage> occurred when an object was hit by damage, rather than when a shot dealt damage.
by NMS
Fri Feb 26, 2016 10:40 am
Forum: Shipyards
Topic: Weapon hit detection
Replies: 9
Views: 4002

Re: Weapon hit detection

I summarized how hit detection works here , but I'm not sure that helps for this. It might be tricky, but I think what you want should be possible using the <OnFragment> event. This replaces the weapon's normal fragments with a script, which could search for objects within a certain distance and rep...
by NMS
Wed Feb 24, 2016 6:59 am
Forum: Shipyards
Topic: Device slot code help please
Replies: 5
Views: 2980

Re: Device slot code help please

I don't think Transcendence really has slots, in the sense of distinct locations in which devices can be installed. The number of "slots" a device uses is just a way of counting how many devices can be installed. The "slots" you see in dock services are just a way of choosing a category of device. T...
by NMS
Mon Feb 22, 2016 5:37 am
Forum: Beginner's Luck
Topic: [SPOILER] Teraton Fabricator since 1.1.
Replies: 7
Views: 11507

Re: [SPOILER] Teraton Fabricator since 1.1.

I suspect they're generated in the same way as other random items, but requiring an exact level and category. So they can't be notrandom and commons are more likely than uncommons, etc.
by NMS
Sun Feb 21, 2016 5:51 pm
Forum: Bug Reports & Tech Support
Topic: 1.7a1 CSC Europa Wreck undockable
Replies: 5
Views: 12221

Re: 1.7a1 CSC Europa Wreck undockable

That was a different problem. It could refuse permission to dock if you killed a ship while it was docked. Now it looks like it doesn't have docking ports at all...
by NMS
Mon Feb 15, 2016 1:46 am
Forum: Announcements
Topic: 1.7 Alpha 1 Ready!
Replies: 78
Views: 956731

Re: 1.7 Alpha 1 Ready!

I don't think being stronger than normal against small to medium groups of weak enemies (in the hands of the player) makes something particularly overpowered. And it's not very effective against tougher enemies. It won't even take down a single Tundra or Chasm before depleting the capacitor.
by NMS
Mon Feb 15, 2016 12:02 am
Forum: Announcements
Topic: 1.7 Alpha 1 Ready!
Replies: 78
Views: 956731

Re: 1.7 Alpha 1 Ready!

- Ares lightning turret is still very OP. The damage modifier for cooldown weapons is too generous, which seems to be the problem - right now it'd be above the curve even as a fixed angle weapon. Huh? It's got just over half the sustained DPS of the lightning cannon, which is weak for level 7. If a...