Search found 1058 matches
- 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...
- 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...
- 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.
- 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,...
- 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, ...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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...
- 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....
- 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.
- 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...