There should be a built-in way to request and assign UNID spaces for modders. This would save the work of having to check the UNID database every time an extension is submitted.
Multiverse users should also be able to directly download any extensions they have in the Collection.
Search found 123 matches
- Tue Sep 05, 2017 11:09 pm
- Forum: Shipyards
- Topic: Multiverse open for uploading mods
- Replies: 37
- Views: 48718
- Tue Sep 05, 2017 4:52 am
- Forum: Shipyards
- Topic: Multiverse open for uploading mods
- Replies: 37
- Views: 48718
Re: Multiverse open for uploading mods
I think the Multiverse should be coded to check a modder's assigned unregistered UNIDs instead of just allowing them to assume any without telling anyone first.
- Tue Sep 05, 2017 4:46 am
- Forum: Shipyards
- Topic: Multiverse open for uploading mods
- Replies: 37
- Views: 48718
Re: Multiverse open for uploading mods
There should be a way for people other than George to review submitted mods in case he is too busy to check them.
- Fri Sep 01, 2017 8:34 am
- Forum: Commonwealth
- Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
- Replies: 10
- Views: 6530
Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence
I have implemented SystemType, SystemPartTable, SystemMap (TopologyCreator, TopologyProcessor) elements/attributes and fixed a possible bug with redundant Type Binding during initialization (note: Type Binding usually happens twice at a time to address overrides and external UNIDs).
- Wed Aug 16, 2017 6:08 pm
- Forum: Ideas & Suggestions
- Topic: Continuous beam weapons
- Replies: 39
- Views: 20857
Re: Continuous beam weapons
1. No relativistic beams in Part I.
Hitscan beams are too extreme and unusual for Part I. They are not a very good mechanic for me and improving other mechanics such as AI could enhance gameplay more effectively.
Hitscan beams are too extreme and unusual for Part I. They are not a very good mechanic for me and improving other mechanics such as AI could enhance gameplay more effectively.
- Wed Aug 16, 2017 3:25 am
- Forum: Ideas & Suggestions
- Topic: Continuous beam weapons
- Replies: 39
- Views: 20857
Re: Continuous beam weapons
As I understand it, continuousbeam isn't any harder to dodge than a projectile - they move forwards at the same rate. It's a more interesting, prettier mechanic, so I support it, especially considering it diversifies the array of available weapons. I would say that I'd rather limit it to lancers, a...
- Mon Aug 14, 2017 4:49 am
- Forum: Announcements
- Topic: 1.8 Alpha 2
- Replies: 20
- Views: 35487
Re: 1.8 Alpha 2
They still do recharge their shields with coils (until they run out). Actually, every ship with superconducting shield generators will automatically use its superconducting coils to recharge when necessary and this behavior is hardcoded into the engine. https://github.com/kronosaur/Mammoth/blob/fed...
- Sat Aug 12, 2017 12:57 am
- Forum: Ideas & Suggestions
- Topic: Changing ships at shipyards
- Replies: 20
- Views: 17427
Re: Changing ships at shipyards
Here are some ideas: The player should get more opportunities to temporarily fly ships for free. For instance, when a player joins the Commonwealth military/fleet, they could get the option to station their personal ship in a hangar and borrow a standard-issue military ship such as a Centurion or Br...
- Fri Aug 11, 2017 6:17 pm
- Forum: Announcements
- Topic: 1.8 Alpha 2
- Replies: 20
- Views: 35487
- Sat Aug 05, 2017 12:11 am
- Forum: New Developers
- Topic: Getting started with git and github
- Replies: 18
- Views: 44843
Re: Getting started with git and github
The merge commits from that pull request were from some mismanagement on my computer. I have found out how to remove them using the rebase command. Personally, I use GitHub Desktop because it provides a good GUI to view and prepare commits, regardless of whether it seems somewhat incomplete with mis...
- Fri Aug 04, 2017 6:29 pm
- Forum: New Developers
- Topic: Getting started with git and github
- Replies: 18
- Views: 44843
Re: Getting started with git and github
I find that the GitHub Desktop works fine with the Kronosaur/master repository branches; just select the local master, then click Compare, select Kronosaur/master, then click Update from Kronosaur/master. What issues do you have with the Desktop?
- Thu Aug 03, 2017 4:52 am
- Forum: Commonwealth
- Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
- Replies: 10
- Views: 6530
Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence
I will be working towards moving all user messages and internal notes into a separate console window. I will try to make the console update independently from the main window using Java's multithreading API. I plan to define the hierarchy in the program code, but in the meantime I will try to add cu...
- Tue Aug 01, 2017 8:12 pm
- Forum: Commonwealth
- Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
- Replies: 10
- Views: 6530
Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence
Actually, TransGenesis ignores all files except those with the .xml extension. Turns out that I forgot to make the text area editable. On another thought, its size is not changeable or dynamic because I do not know enough about the current layout scheme right now; additionally, the unusual way that ...
- Tue Aug 01, 2017 6:57 pm
- Forum: Commonwealth
- Topic: Transgenesis (Alpha 2): Smart XML Editor for Transcendence
- Replies: 10
- Views: 6530
Re: [Tool] TransGenesis (Alpha): Smart Editor for Transcendence
The large white text box at the bottom of the editing screen is where you can edit the text content. Any changes to XML data are not saved until you click Save. For debugging purposes, can you refer to some mods that silently crash the program? I am not very experienced at creating UI in Java, but I...
- Tue Aug 01, 2017 2:04 am
- Forum: Shipyards
- Topic: self-repairing armor on NPCs query
- Replies: 2
- Views: 2260
Re: self-repairing armor on NPCs query
Station dock auto-repair is defined by one of two attributes on the StationType: shipRegen or shipRepairRate. The ship repair seems to ignore all armor attributes except maxHP.
It appears that the only way to disable these attributes is to override the StationType.
It appears that the only way to disable these attributes is to override the StationType.