Search found 438 matches

by relanat
Sun Oct 08, 2017 1:37 pm
Forum: Shipyards
Topic: language inherit query
Replies: 2
Views: 78

language inherit query

The Stargate Easy Dock N Go mod (original mod by SIaFu) is an overwrite of the three standard stargate types in the game, Daahzen, Majellen and UnchartedMajellen, to give them one central docking point. All three stargate types use exactly the same screenDesc and actions. ATM all three have a <Langu...
by relanat
Sun Oct 08, 2017 1:26 am
Forum: Modding Reference
Topic: How to decompile the Source code for modding
Replies: 4
Views: 355

Re: How to decompile the Source code for modding

No thanks necessary, Norgath. I was frustrated at trying to find the decompiling info scattered over the forum every time I wanted to decompile a file. When I found that Decompile.bat file I wanted to make sure everyone could find it. It is sooo much easier using it than using command line code. So ...
by relanat
Tue Oct 03, 2017 4:02 am
Forum: Announcements
Topic: 1.8 Alpha 3
Replies: 15
Views: 1589

Re: 1.8 Alpha 3

The Korolov mission selection screen is great. Now you can see what freighters you can escort. You can compare the payments. You can even undock and check how far away the destination is. Awesome. And thanks for unvSetObjectKnown. That'll come in handy. Anyone else getting the "circling orange rings...
by relanat
Tue Oct 03, 2017 3:37 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 144
Views: 22208

Re: The Backroads — an alternate route

Lucky I hadn't downloaded the library sooner!! Wild Cove (Charon cache) map name bug (all renamed Charon stations). In the system map, if the game puts the station name to the left of the station (usually because of crowding) there is a big gap between the name and the station blip. This has been me...
by relanat
Tue Oct 03, 2017 3:32 am
Forum: Shipyards
Topic: thanks to giantcabbage and George for debug console improvements
Replies: 1
Views: 84

thanks to giantcabbage and George for debug console improvements

I was overjoyed at one of giantcabbages's contributions which greatly improved the debug console. See https://ministry.kronosaur.com/record.hexm?id=68099. This magnificent piece of work made it much easier to edit code in the debug screen. Among other features it allows you to to fix typos in your c...
by relanat
Tue Oct 03, 2017 3:26 am
Forum: Commonwealth
Topic: When did finishing the game kill your save? Why is that ok?
Replies: 13
Views: 430

Re: When did finishing the game kill your save? Why is that ok?

I would like the resurrrect option back as well. It was really handy to be able to try different things in the late game after you had "won". An example is the Teraton fabricator. I normally avoid these because they always eat me. Being able to return to one and play around after the end of the game...
by relanat
Wed Sep 27, 2017 1:23 am
Forum: Modding Reference
Topic: TransCompiler Usage
Replies: 4
Views: 161

Re: TransCompiler Usage

Thank you.
by relanat
Wed Sep 27, 2017 1:14 am
Forum: Shipyards
Topic: MORE CARGO SPACE
Replies: 2
Views: 97

Re: MORE CARGO SPACE

Er, the mod on xelerus is broken. I'll replace it soon(ish) since xelerus still works (clever Bimbel) . Mod on xelerus has been updated. See link in above post. The mod attached to this topic, http://forums.kronosaur.com/viewtopic.php?f=24&t=8377, has the same fixed version as xelerus. Be aware it ...
by relanat
Thu Sep 21, 2017 8:43 am
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 27
Views: 769

Re: Multiverse open for uploading mods

One feature I have always found very useful on xelerus is the ability to search mods by "last updated". This lists the mods by the date that they were last uploaded. It lets you check if a favourite mod has been updated without having to check them all individually. Having this capability on the Mul...
by relanat
Thu Sep 21, 2017 7:57 am
Forum: Commonwealth
Topic: Forum theme
Replies: 50
Views: 1992

Re: Forum theme

Not sure if the dark-text-on-slightly-darker-background is intentional but it can be difficult to read. I agree. ATM it is too hard to read. The text in a post needs to be brighter IMO. EDIT: Also the scroll bars are hard to see as are the filenames of attached files. Actually while in the "Edit" s...
by relanat
Wed Aug 23, 2017 1:18 am
Forum: Mod Announcements
Topic: EI Freighter Autons
Replies: 2
Views: 203

Re: EI Freighter Autons

OK. Vanishing variable problem fixed. V 1.0b2 linked in the OP as xelerus is to cease functioning soon. And here's some more info. SOTP Requires Version 1.7 or higher. At last, cargo autons that don't get one-shot killed by a Centauri raider! EI Freighter Autons are available at Korolov Shipping. Th...
by relanat
Fri Aug 18, 2017 3:02 am
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 39
Views: 1071

Re: Continuous beam weapons

There is definitely a place for this in the game IMO. I would say introduce a weapon or two converted over to the new style and see what happens. A basic laser weapon that is available to buy? Maybe stick a converted particle weapon in the Ronin/C (or in every third or fourth Ronin/C)? This would al...
by relanat
Fri Aug 18, 2017 2:45 am
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 20
Views: 616

Re: Changing ships at shipyards

Ronin is difficult as a playership. Because it's a grey circle with a black border it is hard to tell which way it is facing, especially in map view. Resulting in erratic course and steering. Not recommended. There is merit to changing ships during the game. The EI500's two-weapon limit is a big dis...
by relanat
Fri Aug 11, 2017 6:08 am
Forum: Announcements
Topic: 1.8 Alpha 2
Replies: 20
Views: 1867

Re: 1.8 Alpha 2

General feedback The tabbed buy lists are excellent. Easy to use with good category selection. And thank you for making them moddable. The Auroch's exhaust looks great. It seems to glow. Nice one (but it could have been like this for ages!) This is subjective, but I'm seeing a lot of games where the...
by relanat
Fri Aug 11, 2017 5:48 am
Forum: The Drawing Board
Topic: Shiplog Captains Log
Replies: 3
Views: 210

Re: Shiplog Captains Log

Nice work. And getting rid of those sounds is great. They were something you had to get used to. The find action is working for station names just not items. This is (probably) because the stationlog has been removed. In the station log screen the station inventories aren't available so the mod prob...