Now introducing: the New Autons Extended v2.0 28ct! Includes two groups, standard & advanced, with names and value ranges for each. Also featuring different ship images for custom & illegal autons. With 2nd mod for having Auton Dealers in later systems. Feedback welcome and enjoy!
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Search found 66 matches
- Tue Jan 13, 2009 12:13 am
- Forum: The Drawing Board
- Topic: NEW Autons Extended v2.0 28ct
- Replies: 4
- Views: 4119
- Tue Jan 13, 2009 12:09 am
- Forum: Shipyards
- Topic: Getting autons to *look* like something else
- Replies: 7
- Views: 4548
- Mon Jan 12, 2009 7:52 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 422023
- Wed Jan 07, 2009 11:35 am
- Forum: Shipyards
- Topic: Getting autons to *look* like something else
- Replies: 7
- Views: 4548
- Wed Jan 07, 2009 9:36 am
- Forum: Shipyards
- Topic: Getting autons to *look* like something else
- Replies: 7
- Views: 4548
Getting autons to *look* like something else
Autons Extended v1.8 27ct is stable and works, but all of the custom and alien autons look the same (like the battle auton). I tried substituting some enemy ships into the code, and now the autons show up on launch as their enemy titles. (They also stopped being accessible in the individual 'C'all l...
- Wed Jan 07, 2009 8:57 am
- Forum: Shipyards
- Topic: Screenshots Index
- Replies: 2
- Views: 2009
Hi Bimbel, hi all, In case anyone doesn't have it already, I will post the big all-ships jpg on Xelerus, along with the few screenshots I have of bases and such. I'd love to give credit for the all-ships jpg where credit is due, but I'm not sure who made it. As far as my coding goes, I have no forma...
- Mon Jan 05, 2009 1:43 pm
- Forum: Commonwealth
- Topic: A couple more proffessions.
- Replies: 13
- Views: 7446
Re: Reply to Dosgamer
Well Dosgamer, That sounds rather well, for a mission; what rank in Korsolov's would you have to have before being considered worthy for such a mission, and when will the mod with this mission be ready for upload/download? "Greatness is not only defined by deeds, but by the spirit and character of ...
- Fri Jan 02, 2009 6:16 pm
- Forum: Commonwealth
- Topic: station credit cap
- Replies: 14
- Views: 7799
- Fri Jan 02, 2009 6:45 am
- Forum: Commonwealth
- Topic: A couple more proffessions.
- Replies: 13
- Views: 7446
Korolov 'legends' should get extra perks, like no charge for refueling, etc. Also in my grand plans zip on Xelerus, I outline plans for an extended-length bonus mission: attacking a Charon shipyard! >>>>>>>>>>>>>> 8n. Korolov mission in Charon system, ***IF*** you save Korolov station [Hard]: After...
FYI...
Two things: The mayakev launcher is very similar, the only thing is that the missiles don't track. They do now! :D http://xelerus.de/index.php?s=mod&id=248 (Strelka Extended New14ct) Also, in my autons extended mod I created a friendly battlepod auton (the code has two parts): <!-- Friendly Hornet B...
- Fri Jan 02, 2009 5:44 am
- Forum: Shipyards
- Topic: Generic ships useable for multiple roles
- Replies: 7
- Views: 5125
Hi mutos, hi all, Okay, I see where you're going with this. My hat's off to you -- I've dreamt big but am nowhere near attempting this level of coding. You did mention random tables though, and at that I do have a little experience. For my Tinker mule auton, I created the following damaged goods plu...
- Thu Jan 01, 2009 5:25 pm
- Forum: Shipyards
- Topic: Screenshots Index
- Replies: 2
- Views: 2009
Screenshots Index
Hi all, With regards to the weapon attributes list, does anyone know where I can *see* each attribute? For example, under starburst style, there is morningStar, flare, plain, and lightningStar - but I cannot remember what each one looks like :oops: Also, is there a screenshots repository somewhere, ...
- Thu Jan 01, 2009 4:18 pm
- Forum: Commonwealth
- Topic: A couple more proffessions.
- Replies: 13
- Views: 7446
- Thu Jan 01, 2009 3:20 pm
- Forum: Shipyards
- Topic: Generic ships useable for multiple roles
- Replies: 7
- Views: 5125
re: generic ships
Isn't this covered by the game already? In any given system you have miners mining, transports transporting, defensive ships on guard or patrol... Granted, how the game creates these is different, but isn't the end result the same?
- Thu Jan 01, 2009 2:32 am
- Forum: Mod Announcements
- Topic: 5new+1 mods dbg pls test
- Replies: 0
- Views: 2986
5new+1 mods dbg pls test
Today I added a new zip in the dev section on Xelerus: 5new+1 mods... DigDug kindly called it a modpack, but they're really just 4-5 separate new mods I zipped together for easy download. I *think* they're about ready, but would appreciate your feedback. The mods are: AdvancedBoltCannon+Ammo1 & 2 (s...