Search found 724 matches

by relanat
Fri Jun 14, 2019 6:17 am
Forum: Shipyards
Topic: exclusion distance when adding stations help please
Replies: 5
Views: 816

Re: exclusion distance when adding stations help please

Finally got this mod working. The exclusion feature for 'sysVectorRandom' doesn't work in <OnGlobalSystemCreated>. Running similar code in a formed system does. So I'll guess that mod stations get created first so there aren't any other stations for them to be excluded from. Or something! Once that ...
by relanat
Fri Jun 14, 2019 6:15 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 4
Views: 92

Re: basic game maths function and number formats explanation please

Thanks again for this. It is much easier to fix bugs when you understand what might be happening to cause the error. Still painful though! For info, an integer is a whole number. A number without a decimal point and not a fraction. So 3 or 145,682 are integers but 3.1, 145,682.00453 and 1/10 are not...
by relanat
Tue Jun 11, 2019 5:10 am
Forum: Shipyards
Topic: storing single save data for continual use query
Replies: 2
Views: 48

storing single save data for continual use query

In a couple of mod I have lists of info which are referred to continually but only need to be set once. This is one such example from a VOTG GodShip mod I'm working on. (switch (eq rank -1) (block Nil (setq currentRank "Outcast") (scrEnableAction gScreen 'actionRemOutcast Nil) (setq remoraStats "Lev...
by relanat
Tue Jun 11, 2019 5:08 am
Forum: Shipyards
Topic: couple of weapons fire/effect queries
Replies: 1
Views: 30

couple of weapons fire/effect queries

Can someone with weapons/graphics knowledge have a look at these, please? First one is single fire weapons can have projectiles/beams/effects emerging from different points relative to the ship. It is more visible in the Wolfen. It looks a little odd. In the Wolfen, the Lancer cannon and Dwarg cnido...
by relanat
Tue Jun 11, 2019 5:02 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 4
Views: 92

Re: basic game maths function and number formats explanation please

Thanks. Excellent info as always. I recall gunship256 having a similar sort of problem but couldn't find the topic. I can work with this to get the desired result. A big thumbs up! Also, while looking at something completely unrelated, I saw these in Code.xml: (setq intRoundDown (lambda (value multi...
by relanat
Tue Jun 11, 2019 4:59 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 19
Views: 367

Re: Some help with playerships please?

I downloaded the F1 Freighter mod. The freighter does look a little odd when turning. It still looks like it is pivoting slightly behind its center. This does make it appear that the ship should be facing the other way! As Xephyr says, the actual image of the ship isn't centered in the whole image. ...
by relanat
Tue Jun 11, 2019 4:45 am
Forum: Mod Announcements
Topic: Network
Replies: 10
Views: 1589

Re: Network

I have just uploaded the mod to the Multiverse. It will be available to beta-testers after George approves it. This may take a couple of days. This version has Corporate Command and Semesta compatibility built in. If those mods are in the game folder they will automatically appear in the game. There...
by relanat
Thu Jun 06, 2019 3:07 am
Forum: Shipyards
Topic: Using Transdata to generate game stats query
Replies: 1
Views: 47

Using Transdata to generate game stats query

I 'm trying to check mod station numbers and the systems they are created in without having to run 10 or 20 actual games and take notes. And then adjust code, run another lot of games and check the data again. Looking for an output of how many of a particular mod station occur per game and a list of...
by relanat
Wed May 29, 2019 6:46 am
Forum: Shipyards
Topic: looking for suggestions for storage station placement
Replies: 2
Views: 56

Re: looking for suggestions for storage station placement

I think better solution would be to add such feature to one or 2 types of existing stations, i.e startons or shipyards. You just need to choose something that appears in level range you want it. Could be even commonwealth carriers for later systems. That is a brilliant idea. There could be a number...
by relanat
Wed May 29, 2019 6:20 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 19
Views: 367

Re: Some help with playerships please?

I think I have found a way to add the EP starting playerships to SOTP using inheritance. I'm fairly sure I can do this without revealing anything about them in the mod. I just need to test it a bit more and check with George that it is OK to do so (because EP is a paid expansion with restricted code...
by relanat
Tue May 28, 2019 4:55 am
Forum: Mod Announcements
Topic: Network
Replies: 10
Views: 1589

Re: Network

I have a new version for use in 1.8 which I think is stable enough to release. But given the size of the mod I can't be sure! Is anyone interested in beta testing the new version? I will upload it to the Multiverse and if you want to have a look let me know your Multiverse username and I can add you...
by relanat
Tue May 28, 2019 4:22 am
Forum: Modding Reference
Topic: inheritance examples
Replies: 0
Views: 40

inheritance examples

Code can be confusing. Often the code isn't where you would think it should be. An example is the starting Sapphire playership. It has a basic cargo space of 50 tons. This can be seen in the playership select screen as you start a game. Here is the ShipClass UNID code for that playership from 'Playe...
by relanat
Tue May 28, 2019 4:18 am
Forum: Shipyards
Topic: looking for suggestions for storage station placement
Replies: 2
Views: 56

looking for suggestions for storage station placement

I plan to release an updated version of Betel's Storage Station mod shortly. These stations will store items so they are safe from salvagers, The will also send these stored items off in an NPC freighter to other storage stations in other systems if the player wants this. For a fee, of course! This ...
by relanat
Tue May 28, 2019 4:15 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 4
Views: 92

basic game maths function and number formats explanation please

Last time I checked dividing 1 by 10 gave 0.1. But according to the debug console it is actually zero or 0.10000000000000001. This is from dividing the item mass of a ROM by 10. Using the 'divide' function returns 0 and using '/' gives the longer result. Could someone provide some sort of explanatio...
by relanat
Tue May 28, 2019 4:12 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 19
Views: 367

Re: Some help with playerships please?

data is scattered in many places You are right. It can take a bit of work to find all the info in the current game version! Easy answer for the Manticore shield penalty. The code looks like this: <DeviceSlot criteria="s"> <EnhancementAbilities> <Enhance type= "manticoreShieldPenalty" criteria= "s -...