Search found 516 matches
- Sun Mar 27, 2022 4:13 pm
- Forum: The Drawing Board
- Topic: SEMESTA 2.0 REBOOT
- Replies: 28
- Views: 34003
Re: SEMESTA 2.0 REBOOT
Semesta Launcher so far is balanced and fun to use. But last update I have added Dual Burst Semesta Launcher and make it looks somewhat... weird? I'm not sure how I can express my thought, but Semesta Launcher is too unique to make its variant. Dual Burst has no difference with its original and more...
- Sun Jan 16, 2022 11:07 am
- Forum: Transcendence Tech Support
- Topic: Forum page loading times
- Replies: 3
- Views: 7046
Re: Forum page loading times
I think it's due banner animation. This forums banner is somewhat animated and probably causing loading issue. I don't have problem with load, but my low-end computer is getitng lag when navigating this forum.
- Tue Oct 19, 2021 12:53 am
- Forum: Commonwealth
- Topic: Gaia cannon misleading description?
- Replies: 2
- Views: 6843
Re: Gaia cannon misleading description?
The description actually referring to the ammo. Unlike other ammo weapons such as thermo cannon which used manufactured ammo shells, this weapon obtain ammo from the reactor by charging up power. However, since the description says "... known only to the Gaians", it means there is no way in game to ...
- Thu Sep 16, 2021 3:19 am
- Forum: Mod Announcements
- Topic: DigaRW's Miscellaneous Mods
- Replies: 27
- Views: 33694
Re: DigaRW's Miscellaneous Mods
Quick update for Bunker Buster extra. Fixed dwarg shiptable and add more anarchist ship as 1.9 Beta 4 have two new ships. This update probably don't require restart and can continue save.
- Mon Sep 13, 2021 2:37 am
- Forum: Mod Announcements
- Topic: DigaRW's Miscellaneous Mods
- Replies: 27
- Views: 33694
Re: DigaRW's Miscellaneous Mods
Update! Bunker Buster - Changed EI500/M ship equipments. - Added a new Wolfen/C with costumized weapon. - Revised shiptable for Bunker Buster Security and Militia. - Improved attack behavior. - Changed Minotaur/C weapon to Moskva 33 repeater and missile ammo to KM170 Maul missile. - Added more miss...
- Wed Sep 01, 2021 3:05 pm
- Forum: Mod Announcements
- Topic: SEMESTA REBOOT 2.0
- Replies: 27
- Views: 41074
Re: SEMESTA REBOOT 2.0
Updated to Version 2.1 Fixes and balances again, but I added some tinker weapons and some gladiator ship that uses Semesta equipments. These gladiators might be still unbalanced though. There also a new space map area, "Overseas Dominion". This map contain five systems branched from Charon to a syst...
- Mon Aug 30, 2021 12:16 am
- Forum: Beginner's Luck
- Topic: Unable to find the Sanctum
- Replies: 8
- Views: 16458
Re: Unable to find the Sanctum
Just found out the problem, it was the Starbridge modpack playerships which have no options for the sanctum. My game version is 1.9b4 by the way. Thanks to everyone who tried to help..! I guess the ship has not been categorized as pilgrim ships. You should inform the mods author if you want those s...
- Mon Aug 23, 2021 4:55 am
- Forum: Beginner's Luck
- Topic: Unable to find the Sanctum
- Replies: 8
- Views: 16458
Re: Unable to find the Sanctum
If you meant sanctum closed for maintenance, then you should donate some credits to them.
- Fri Jul 16, 2021 3:41 pm
- Forum: Shipyards
- Topic: Question for asteroid lookup table
- Replies: 6
- Views: 10452
Re: Question for asteroid lookup table
Nevertheless, I'm glad I could see it working.
- Fri Jul 16, 2021 3:40 pm
- Forum: Shipyards
- Topic: Question for asteroid lookup table
- Replies: 6
- Views: 10452
Solved (?)
I just replace these two line of codes and a bit modified them, then it suddenly works. It seems attributes and <AddTerritory> code is important to asteroid table placement as actually lookup table don't directly specify the type of asteroids.
- Fri Jul 16, 2021 9:20 am
- Forum: Announcements
- Topic: 1.9 Beta 4
- Replies: 15
- Views: 82696
Re: 1.9 Beta 4
I noticed something weird on escort systems. Every ship that escorting a ship is always positioned on front. This happens on Marauder raid platform and one of my mods that uses escort is also this get bug.
- Fri Jul 09, 2021 3:46 pm
- Forum: The Drawing Board
- Topic: DigaRW's Mission Mods Project
- Replies: 5
- Views: 20232
Re: DigaRW's Mission Mods Project
Anyway, I applied [frequency="xxx"] on mission code. So some mission will not appear more often. It doesn't cause any errors, but I doubt it does work.
- Fri Jul 09, 2021 3:42 pm
- Forum: Mod Announcements
- Topic: DigaRW's Miscellaneous Mods
- Replies: 27
- Views: 33694
Re: DigaRW's Miscellaneous Mods
New Mods: Bunker Buster Extra A new mods is available on my Dropbox! The mods is Bunker Buster Extra . As mentioned, this mods is an extra version of Bunker Buster. However, there a two differences from original version. It now uses consumable ROMs and gunship support will spawn from back of player...
- Fri Jul 09, 2021 1:44 pm
- Forum: The Drawing Board
- Topic: DigaRW's Mission Mods Project
- Replies: 5
- Views: 20232
Re: DigaRW's Mission Mods Project
Mission that I'll be working for next update is "Find The Lost Explorer". This mission is searching the explorer that presumably missing somewhere in the systems. But then turns out that the explorer are captured by some pirates. This mission is relatively easy, but they have a hitch: they didn't ge...
- Fri Jul 09, 2021 10:39 am
- Forum: Shipyards
- Topic: language/plurals code help please
- Replies: 5
- Views: 16043
Re: language/plurals code help please
You might should take a look at RPGCommonText.xml. Some language uses plural text.
Try trace where this language is used.
Code: Select all
<Text id="nounHitPoints">hit point(s)</Text>
<Text id="nounMilitaryID">military ID(s)</Text>