Search found 569 matches

by NMS
Sat Jan 18, 2020 7:21 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 48757

Re: Trouble with getting mods to work

I think you can just copy the entity definition (<!ENTITY someEntity "0xnnnnnnnn">) from the mod with the type you want to use to the mod where you use it. Or use the hex UNID (0xnnnnnnnn) rather than the entity (&someEntity;). But then your mod will only work if the mod containing that type is also...
by NMS
Tue Dec 31, 2019 8:53 pm
Forum: Commonwealth
Topic: About non-omni primary weapons without WMD
Replies: 2
Views: 6966

Re: About non-omni primary weapons without WMD

In theory, they should have slightly more DPS than WMD weapons of the same level, and better shot speed. So if you have good accuracy they might be the fastest non-ammo weapons at damaging things other than compartments and stations. In practice, the omni versions generally have higher effective DPS...
by NMS
Sat Dec 28, 2019 10:18 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 48757

Re: Trouble with getting mods to work

Zeke wrote:
Sat Dec 28, 2019 12:13 am
I'm using the 1.7 xml's because that was the latest on Xelerus. Where can 1.8 be downloaded?
Links here: https://forums.kronosaur.com/viewtopic.php?f=15&t=8737
by NMS
Sun Dec 15, 2019 11:34 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 48757

Re: Trouble with getting mods to work

That's all rather odd. Mods could prevent the player from having any powers, in which case I think pressing the key results in a "No powers" message. But I don't believe they could prevent the Enable/Disable menu from working. Are you sure you were pressing the right keys for your current keyboard c...
by NMS
Mon Dec 02, 2019 9:00 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 48757

Re: Trouble with getting mods to work

It's spelled "Extensions".
by NMS
Tue Nov 26, 2019 4:20 am
Forum: Modding Reference
Topic: New alignment system [George]
Replies: 23
Views: 31780

Re: New alignment system [George]

Since George's first post was slightly wrong and the non-mutual friendships were fixed, here's the new system: republic /uplifter/seeker/constructive chaos: -friendly to fellow republics -hostile to empires and megalomaniacs -neutral to federations and competitors federation /archivist/hermit/founda...
by NMS
Thu Nov 21, 2019 8:48 am
Forum: Ideas & Suggestions
Topic: Reactor Weight Limitation and More Reactors
Replies: 6
Views: 9201

Re: Reactor Weight Limitation and More Reactors

It isn't a terrible idea to have more diversity in items, but I've said before in other places that there's a danger in making item balancing too realistic. Capital ships would logically have vastly larger, and therefore more powerful, equipment than can be mounted on gunships, making them impossibl...
by NMS
Sat Nov 16, 2019 7:35 am
Forum: Ideas & Suggestions
Topic: Mining 2019
Replies: 9
Views: 6987

Re: Mining 2019

If you have enough space, you can hold Enter to loot all the ore and undock, like when looting a wreck. But I agree mining is just not worth the tedium unless you're really desperate.
by NMS
Fri Nov 15, 2019 9:28 am
Forum: Official Extensions
Topic: The Stars Beyond
Replies: 671
Views: 570370

Re: The Stars Beyond

Could I get access to the current version? I'm also NMS on Multiverse if it's on there.
by NMS
Fri Nov 15, 2019 1:19 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 216
Views: 398001

Re: The Backroads — an alternate route

Could I get access, too? I'm impressed with how far it's come based on George's stream.
by NMS
Fri Nov 01, 2019 6:45 am
Forum: Beginner's Luck
Topic: Questions about saved games
Replies: 25
Views: 32266

Re: Questions about saved games

If it's just about your personal enjoyment/testing, you can play in debug mode. This gives you the ability to revert to your last save, but makes the game ineligible to submit high scores. You can also turn off mission autosaves in settings.xml. The game will still autosave whenever you gate though....
by NMS
Sat Oct 19, 2019 8:46 pm
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 12954

Re: Fleet wingman behavior help please

Because all the objects are found using 'sysFindObject' and moved in the same 'block' of code for every gating there shouldn't be any problems with anyone getting left behind (he says with fingers crossed). If you don't store the ships' IDs, then if the player saves and loads during the delay, the ...
by NMS
Sat Oct 19, 2019 8:38 pm
Forum: Beginner's Luck
Topic: Erial's starter questions
Replies: 10
Views: 11507

Re: Erial's starter questions

Any device that doesn't take up a slot, or takes more than one, should have a tag specifying that. Player ships used to have a built-in reactor that didn't take a slot, but they were changed years ago to come with a removable reactor that does take a slot. So unless you're using mods with multi-slot...
by NMS
Sat Oct 19, 2019 8:28 pm
Forum: Shipyards
Topic: mission status query
Replies: 4
Views: 8535

Re: mission status query

I think it's better to add the event to each mission so that there isn't a separate type that needs to be updated when a mission is added or modified. It's probably easiest if I just do it myself and submit a pull request to George.
by NMS
Tue Oct 15, 2019 5:35 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 12954

Re: Fleet wingman behavior help please

I just remembered, this will also break if the player saves and loads between using the gate and the escorts coming through. You would need to store the IDs using objGetID and objGetObjByID, or maybe store the data on the gate object and use objSetObjRefData and objGetObjRefData. (I'm not sure if th...