Search found 1028 matches

by AssumedPseudonym
Mon Apr 14, 2014 1:46 am
Forum: Shipyards
Topic: Main drive compartment coordinates?
Replies: 2
Views: 717

Re: Main drive compartment coordinates?

 …Ah-ha, so I was on the right track. I had a feeling this was going to be some pixels-from-center shenanigans instead of the pixels-from-top-left-corner like the HUD stuff uses. Thanks for clarifying.
by AssumedPseudonym
Sun Apr 13, 2014 6:06 pm
Forum: Shipyards
Topic: Main drive compartment coordinates?
Replies: 2
Views: 717

Main drive compartment coordinates?

 Basically, how do I properly assign them? I’m looking at the code for Nomad Salvager to get some frame of reference, here. Going by the fact that the x-coordinate is negative and stays the same while the y-coordinate changes, it looks the coordinates are being assigned with the ship facing to the r...
by AssumedPseudonym
Sun Apr 13, 2014 3:26 am
Forum: Ideas & Suggestions
Topic: Compartments making bosses a bit too tough?
Replies: 31
Views: 6711

Re: Compartments making bosses a bit too tough?

 I’m not sure about resistances, but I’m pretty sure you need WMD weapons to do more than one point of damage at a time. I do agree that this is something that might need looked into, though.  On a similar-ish note, do various repair devices have any effect on compartment damage, or do they only eff...
by AssumedPseudonym
Mon Apr 07, 2014 3:57 am
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 142084

Re: Transcendence Picture thread

TranscendenceScreenshot.jpg  This was just such a lolwut of a system that I had to screenshot it. In the system between Rigel Aurelius and Charon, there’s a Sung Slave Camp, a Sapiens Camp… and a Centauri Warlord Stronghold. And that’s with just vanilla and CC topology and system generation. Someti...
by AssumedPseudonym
Wed Apr 02, 2014 3:11 am
Forum: Shipyards
Topic: How to add attributes that are displayed to the player?
Replies: 2
Views: 723

Re: How to add attributes that are displayed to the player?

 After decompiling the Osaka extension, I found this:

Code: Select all

	<Type UNID="&OPS_vvMiscAttributes;">
		<DisplayAttributes>
			<!-- Manufacturer -->
			<ItemAttribute label="Nakura"         		criteria="* +Nakura;"/>
			<!-- Function -->
			<!-- Etc -->
		</DisplayAttributes>
	</Type>
by AssumedPseudonym
Tue Apr 01, 2014 11:34 pm
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 142084

Re: Transcendence Picture thread

 So I have about a metric kack-ton of ship designs, because I had been going to make a 40-facing overwrite of all of the ships back in 1.1. I didn’t have the ship models, though, so I just made up my own. This got mentioned in IRC while WillyTheSquid — and yes, I am totally blaming him for this post...
by AssumedPseudonym
Tue Apr 01, 2014 5:02 pm
Forum: The Drawing Board
Topic: Question on weapon turrets
Replies: 1
Views: 870

Re: Question on weapon turrets

 In <Devices>:

Code: Select all

<DeviceSlot criteria="w~l" omnidirectional="true"/>
 That should do it.
by AssumedPseudonym
Sat Mar 29, 2014 3:48 pm
Forum: Ideas & Suggestions
Topic: tombstones in-game ?
Replies: 8
Views: 1832

Re: tombstones in-game ?

 No, no extra fighting, just a little message when a fellow pilgrim goes boom.
by AssumedPseudonym
Sat Mar 29, 2014 2:37 pm
Forum: Announcements
Topic: 1.3 Beta 1
Replies: 84
Views: 31598

Re: 1.3 Beta 1

 More or less random 1.3-related comment: The more I see the turning thrusters, the less I like them. I thought I would get used to them, but I really just haven’t. I keep thinking something’s wrong with my ship every time I turn when I first fire up the game (and it’s even worse after having been u...
by AssumedPseudonym
Sat Mar 29, 2014 1:39 pm
Forum: Ideas & Suggestions
Topic: tombstones in-game ?
Replies: 8
Views: 1832

Re: tombstones in-game ?

 I like the idea. It would make it feel more like you’re not the only pilgrim out there heading coreward — and serve as a reminder (in character, at least) that the odds are not in your favor.
by AssumedPseudonym
Sat Mar 29, 2014 11:34 am
Forum: Stable (v1.7) Bug Reports
Topic: [U]sable item hint.
Replies: 0
Views: 1097

[U]sable item hint.

 Not a major one, here, but one that might be worth mentioning. This is one that’s only going to happen at the beginning of a game before you have used any items, of course. If you have an uninstalled device in your cargo hold that you can only be invoked when it’s installed, the hint still pops up ...
by AssumedPseudonym
Fri Mar 28, 2014 5:49 am
Forum: Shipyards
Topic: Jay2Jay's Modding Questions Thread
Replies: 14
Views: 3238

Re: Jay2Jay's Modding Questions Thread

 I can help with Question One. …Sorta. I’m not sure how to go about restricting it by output or capacity, but I can throw a few other ways of limiting reactors at you: <Events> <CanInstallItem> (block nil (if (and (eq (itmGetCategory gItem) 64) ; This specifies reactors, (or (geq (itmGetFrequency gI...
by AssumedPseudonym
Thu Mar 27, 2014 5:47 pm
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 142084

Re: Transcendence Picture thread

 …If that’s what you’re coming out with for your first piece of modeling work, I can hardly wait to see what you start cranking out once you have some experience under your belt… o.O
by AssumedPseudonym
Sat Mar 22, 2014 3:24 pm
Forum: Mod Announcements
Topic: AE Mod Collection
Replies: 52
Views: 24077

Re: AE Mod Collection

I’d meant to detail a bit about the assorted ships in this mod on top of what the included readme file has, but never got around to it what with school and updating to 1.3 and various assorted miscellany. So I figure it’s time to do that. Keep in mind that I started work on this mod back on 1.1 — no...
by AssumedPseudonym
Sat Mar 22, 2014 5:21 am
Forum: Commonwealth
Topic: Actually threatening/dangerous enemies?
Replies: 13
Views: 3435

Re: Actually threatening/dangerous enemies?

 No, Ferians will take the Worldship down eventually, but not before it leaves a trail of wrecks behind it. And if shooting down a Worldship is a bit out of your ships capabilities, it’s a good way of getting rid of them before they can wipe out most of the system. Either way, good looting all around.