Search found 1058 matches

by AssumedPseudonym
Wed Dec 31, 2014 1:19 am
Forum: Beginner's Luck
Topic: Molotok Bounty Hunter's spawn rate annoying as hell
Replies: 12
Views: 5962

Re: Molotok Bounty Hunter's spawn rate annoying as hell

Edit: If you really, really, really, want to stop them spawning, start the game in /debug mode, open the debug console (F9) and enter: (objSetData gPlayerShip "blackMarketCrimeCost" Nil) Ah thank you too. I actually have some additional thoughts on bounty hunters. Even when it poses no threat to yo...
by AssumedPseudonym
Sun Dec 28, 2014 11:25 pm
Forum: Stable (v1.7) Bug Reports
Topic: 1.1 Dead End
Replies: 9
Views: 6374

Re: 1.1 Dead End

Alternatively, download G.O.D. Mod, and try using the map system feature.  The main problem with that suggestion is that you can’t use G.O.D. (or any other mod, for that matter) in a game that’s already been started without it. It could help if the same problem crops up again in a future run, thoug...
by AssumedPseudonym
Fri Dec 26, 2014 3:23 am
Forum: Stable (v1.7) Bug Reports
Topic: Cruiser Pilot's Brain on Vacation
Replies: 8
Views: 6655

Re: Cruiser Pilot's Brain on Vacation

My personal head-canon for that has always that he rides back to the arena with the player, since I almost invariably get back before Kate does.
by AssumedPseudonym
Sun Dec 21, 2014 5:52 am
Forum: Mod Announcements
Topic: AE Mod Collection
Replies: 61
Views: 197221

Re: AE Mod Collection

 I have updated both AE - Ship Table Generator and AE - Starting Equipment Randomizer . More than once, actually; I just keep forgetting to mention it over here. Recent changes include:  AE - Ship Table Generator » Added armor segment count to the armor listing. » Changed from tabbed list to spaced,...
by AssumedPseudonym
Fri Dec 19, 2014 8:05 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 216
Views: 398324

Re: The Backroads — an alternate route

 Update of the (insert random time period here): Stannis is getting there. …Slowly. Actually, what one of my main projects of late has been has been related to stargate creation. I’m doing my damnedest to write this bloody thing without overwriting anything, but out of pure vanity and stubbornness, ...
by AssumedPseudonym
Thu Dec 18, 2014 4:34 am
Forum: Shipyards
Topic: Stargate problem.
Replies: 2
Views: 1927

Re: Stargate problem.

 Yes and no. I haven’t figured out exactly what’s causing the crash (though I suspect that it may be looking at a deeper level than just the gate’s gateID and destination details). I do have a workaround of sorts, though it’s fairly kludgetastic (like a lot of my stuff seems to be). Basically, I shu...
by AssumedPseudonym
Sun Dec 14, 2014 7:23 pm
Forum: Commonwealth
Topic: Transcendence: why do you love it? (no spoilers)
Replies: 12
Views: 6472

Re: Transcendence: why do you love it? (no spoilers)

 Nostalgia hooked me, but modding potential is what really reeled me in.  I used to play Escape Velocity: Override back on my old Mac back around Y2K or so. Transcendence was the first game I found that really had a lot of the same feel, and like PM pointed out, it’s free. And then I got into moddin...
by AssumedPseudonym
Sun Dec 14, 2014 4:22 am
Forum: Shipyards
Topic: Stargate problem.
Replies: 2
Views: 1927

Stargate problem.

 And rather an ugly one, at that.  Basically, I am trying to use Majellen stargates through The Backroads instead of the bog standard variety. I don’t, strictly speaking, need to do so, at least for reasons other than vanity. And, as of now, stubbornness.  I can think of two real ways to go about th...
by AssumedPseudonym
Sat Dec 13, 2014 3:53 am
Forum: Stable (v1.7) Bug Reports
Topic: Topology crash bug.
Replies: 1
Views: 3212

Topology crash bug.

 This one gave me fits until I finally did enough source-diving to sort out what was causing it. If you try to create gates using <Lookup table="StargateInbound"/> and <Lookup table="StargateOutbound"/> instead of <Lookup table="HumanSpaceStargates"/>, but your stargates for the system as defined in...
by AssumedPseudonym
Sat Dec 13, 2014 1:44 am
Forum: Commonwealth
Topic: Transcendence T-shirts now available!
Replies: 2
Views: 2015

Re: Transcendence T-shirts now available!

 There ought to a Sapphire-esque one for the Manticore, possibly with CorporateHierarchyLogo.jpg on the sleeve, for Corporate Command. There should probably be one for the Spartan, just to represent Eternity Port and have both official expansions with their own merchandise.
by AssumedPseudonym
Thu Dec 11, 2014 2:00 pm
Forum: Mod Announcements
Topic: AE Mod Collection
Replies: 61
Views: 197221

Re: AE Mod Collection

 Actually, it was isPrimitive that let me weed out the lambdas, heh. Trust me, I scoured half the function list on Xelerus trying to find that little gem after I saw sysGlobals. Putting all the code in <OnGlobalUniverseCreated> was mostly habit since that’s where I put thing I just want to run once.
by AssumedPseudonym
Wed Dec 10, 2014 10:06 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 216
Views: 398324

Re: The Backroads — an alternate route

 Update of the (insert random time period here): I’ve mostly been working on minor little random bits and pieces, like forcibly rearranging Stannis with a bit of scripting (partly for testing purposes, partly because I can’t seem to force the stargates to show up where I want any other way), or prep...
by AssumedPseudonym
Mon Dec 08, 2014 4:40 am
Forum: Mod Announcements
Topic: AE Mod Collection
Replies: 61
Views: 197221

Re: AE Mod Collection

 In yet another utility mod that adds absolutely nothing to actual gameplay, I present AE - Function Help . This mod prints to the debug log a list of all of the built-in functions and, when applicable, their fncHelp text. Deprecated functions are also included and printed at the bottom of the list....
by AssumedPseudonym
Sun Dec 07, 2014 10:07 pm
Forum: Bug Reports & Tech Support
Topic: Hercules cargo capacity doesn't match description
Replies: 4
Views: 6066

Re: Hercules cargo capacity doesn't match description

 That’s only because the vanilla cargo holds don’t add enough cargo capacity to reach 200 tons. Given a large enough cargo expansion, it would max out at 200 tons.
by AssumedPseudonym
Sat Dec 06, 2014 8:03 pm
Forum: Modding Reference
Topic: Function list: 1.5
Replies: 2
Views: 3867

Function list: 1.5

 This is just a dump of functions in 1.5. I basically wrote a mod to sort out the deprecated functions and drop them to the bottom. Because I’m too lazy to sort it myself but not too lazy to write something up to do the sorting for me. Going through and sorting out what’s new and/or changed is going...