Search found 86 matches

by LordSutekh
Tue Mar 11, 2014 6:35 pm
Forum: Announcements
Topic: 1.3 Beta 1
Replies: 84
Views: 63736

Re: 1.3 Beta 1

Thank you, George, for the new engine effects. I had been struggling with this recently and wished for something exactly like this.
by LordSutekh
Fri Jan 31, 2014 3:56 pm
Forum: Shipyards
Topic: AI ship doesn't attack
Replies: 2
Views: 1989

Re: AI ship doesn't attack

There are no other orders. When the station (and its guards) are created, they are presumably created with the order to "guard" the station. All the other ships except that one followed orders perfectly and attacked. I can't figure out what's going on.
by LordSutekh
Thu Jan 30, 2014 8:46 pm
Forum: Shipyards
Topic: AI ship doesn't attack
Replies: 2
Views: 1989

AI ship doesn't attack

So I have an AI faction in my game that works pretty well, but I just ran into a station with a ship docked at it... and the ship continued to stay docked with the station as I pummelled and destroyed the station. Explosion, bits of space debris flying about, and it never moved. Even after I started...
by LordSutekh
Thu Jan 30, 2014 8:39 pm
Forum: Shipyards
Topic: drive devices
Replies: 3
Views: 2360

Re: drive devices

Thank you! I wouldn't have guessed that.
by LordSutekh
Thu Jan 30, 2014 6:36 pm
Forum: Shipyards
Topic: drive devices
Replies: 3
Views: 2360

drive devices

So, I understand how thrust is additive rather than substantive for drive devices, but what about maxSpeed? If I have a ship with a maxSpeed of 28 and install a drive device with a max speed of 22, is my new maxSpeed 22, or is it still 28?
by LordSutekh
Thu Jan 30, 2014 6:30 pm
Forum: Shipyards
Topic: EncountersVol01.xml breaks adventure
Replies: 8
Views: 3897

Re: EncountersVol01.xml breaks adventure

Probably something to do with Huaramarca. When you created an adventure extension, it doesn't create the gate or topology for Huaramarca, but the Huari in EncountersVol01.xml needs it.
by LordSutekh
Mon Jan 20, 2014 6:25 am
Forum: Shipyards
Topic: How to remove 'Nice Shooting!' messages from ships?
Replies: 11
Views: 5136

Re: How to remove 'Nice Shooting!' messages from ships?

That seems to work. And it doesn't interfere with the other Commonwealth ships messages, so I'm pleased with that. Thank you both.
by LordSutekh
Sun Jan 19, 2014 7:04 pm
Forum: Shipyards
Topic: How to remove 'Nice Shooting!' messages from ships?
Replies: 11
Views: 5136

Re: How to remove 'Nice Shooting!' messages from ships?

you can override svPlayer so the messages are gone That's what I thought, but I can't find where that is (the message, not svPlayer). The only place I could find that has the "Nice Shooting!" message was in RPGWingmen. I tried changing that, but it didn't seem to work. That's why I was wondering if...
by LordSutekh
Sun Jan 19, 2014 4:38 pm
Forum: Shipyards
Topic: How to remove 'Nice Shooting!' messages from ships?
Replies: 11
Views: 5136

Re: How to remove 'Nice Shooting!' messages from ships?

I thought about that, but the problem is that the way I have it coded now, the mines use the sovereign of the space object that fires the weapon. That way, I can use the same weapon on an AI ship and it will work correctly. And the player can salvage that same weapon and use it correctly as well. I'...
by LordSutekh
Sun Jan 19, 2014 6:21 am
Forum: Ideas & Suggestions
Topic: AI and counters
Replies: 0
Views: 1976

AI and counters

I'd like to see the AI use counters more intelligently. It's not a big problem when the counter is a capacitor, but using a temperature counter on an AI ship results in it happily blasting away until the weapon breaks. Although capacitors don't seem to work right either. As PM pointed out, capacitor...
by LordSutekh
Sun Jan 19, 2014 6:05 am
Forum: Shipyards
Topic: How to remove 'Nice Shooting!' messages from ships?
Replies: 11
Views: 5136

Re: How to remove 'Nice Shooting!' messages from ships?

Sorry to necro this thread, but are some of those messages hard-coded? The only thing in the xml with the actual message "Nice Shooting!" that I could find was in RPGWingmen. I tried changing changing it and everyone (except presumably wingmen) was still saying "Nice Shooting!" I have a mod that use...
by LordSutekh
Sun Jan 12, 2014 5:32 am
Forum: Stable (v1.7) Bug Reports
Topic: Device limit
Replies: 3
Views: 2721

Re: Device limit

So if you install a weapon they will remove a reactor?
Exactly.
by LordSutekh
Sat Jan 11, 2014 5:57 pm
Forum: Stable (v1.7) Bug Reports
Topic: Device limit
Replies: 3
Views: 2721

Device limit

Has anyone else run into this? When the device limit on a ship is reached, instead of telling the player that the device limit is reached, stations will swap out the reactor.
by LordSutekh
Mon Sep 09, 2013 4:50 pm
Forum: Shipyards
Topic: Explanation of the new planet designations?
Replies: 4
Views: 3017

Re: Explanation of the new planet designations?

There we go. Thanks, George! This is exactly what I was asking about.
by LordSutekh
Sun Sep 08, 2013 5:27 am
Forum: Ideas & Suggestions
Topic: Station Balance
Replies: 5
Views: 2848

Re: Station Balance

My point is; IN COMPARISON TO THEIR SHIPS, some stations are counterintuitively weak. (Really? "Counterintuitively" isn't a word? It should be. I'm making it one, spell check.)