Borers and Ferian ships are industrial. The Earthzone is like a bus or van, right?
The cost and monotony of space travel means most civilian ships would be business ventures. Small IAV's doing odd jobs and scavenging might be the smallest sustainable independent ships.
Search found 55 matches
- Sun Sep 12, 2010 2:17 pm
- Forum: Commonwealth
- Topic: Of fighters & freighters
- Replies: 28
- Views: 10546
- Tue Sep 07, 2010 7:34 pm
- Forum: Commonwealth
- Topic: What happens to slaves given to domina?
- Replies: 6
- Views: 3294
- Sun Aug 29, 2010 6:19 pm
- Forum: Ideas & Suggestions
- Topic: Ringer ships
- Replies: 24
- Views: 9071
I thought Ringers and Teratons didn't have standard ships, because they had better things to do than move cargo, raid bases, or salvage wrecks. They would have research vessels and build specialized ships to construct and populate new stations, but use Ferian and human ships for (relatively) unskill...
- Fri Aug 13, 2010 5:59 am
- Forum: Shipyards
- Topic: Find that bug! Volume 2!
- Replies: 8
- Views: 3302
It seems to work for me. You made launcher an attribute of the Weapon tag, right?
Code: Select all
<Weapon
...
launcher="true"
...
>
[not here]
</Weapon>
- Sat May 29, 2010 9:12 am
- Forum: Shipyards
- Topic: Minefield reworking.
- Replies: 37
- Views: 13453
On ll. 162-173 and ll. 201-202 the attributes are outside the tags again.Shrike wrote:The pastebin is HERE.
- Mon May 17, 2010 7:43 am
- Forum: Ideas & Suggestions
- Topic: weird things happing
- Replies: 3
- Views: 2296
When creating the ships with sysCreateShip, the controller argument (you used "aresfleetcommand" and "aresfleet") is not an arbitrary label. I think it is a hardcoded AI setting. "fleetcommand" and "fleet" are valid controller settings and are used for both Commonwealth and Ares ships in Point Juno.
- Fri Apr 23, 2010 5:50 pm
- Forum: Ideas & Suggestions
- Topic: future ship changing
- Replies: 38
- Views: 18764
How about power limits for device slots? The power conduits on a light freighter can only deliver 5MW to the weapon mount, but 50MW to the drive. For a light gunship, the limits are reversed. In addition to being less maneuverable and using more armor slots, large ships could require more power for ...
- Sun Apr 18, 2010 3:47 pm
- Forum: Ideas & Suggestions
- Topic: CSC Antarctica glitch
- Replies: 11
- Views: 6992
- Sun Apr 18, 2010 3:17 pm
- Forum: Shipyards
- Topic: Ship AI question
- Replies: 6
- Views: 3332
A ship ordered to wait does not face enemies or fire. A ship ordered to hold does. shpOrderHold works for me on a hostile ship with no eventHandler and no other orders that was specifically created with a script (not a random encounter or otherwise associated with a station). Setting the aggressor a...
- Thu Feb 18, 2010 7:57 pm
- Forum: Ideas & Suggestions
- Topic: Trivial change which will make me enjoy the game a lot more
- Replies: 13
- Views: 5420
When positioning, I hold down the drag key while thrusting. I use arrow keys, so holding the down-arrow while positioning would require the uncomfortable use of my thumb. Hijack: why do you stop? I usually only stop the ship to do someting cheap and/or boring, like grind a base or hide behind/atop a...
- Wed Feb 17, 2010 8:01 pm
- Forum: Shipyards
- Topic: A closer look at the Changelog
- Replies: 15
- Views: 6120
Re: A closer look at the Changelog
* (block) accepts initializers for locals. This sounds very promising, but I could not find any (obvious) example in the xml. Would you mind giving an example of it's use? I saw this in StKatherines.xml (ll. 2218-9): (block ((status (itmGetData theItem "status")) (expireTime (itmGetData theItem "ex...
Terminate entity reference w/ semicolon:
Code: Select all
<TranscendenceExtension UNID="&UNIDsdw195SealedCargoContainer;" version="0.99c">
- Tue Feb 09, 2010 7:28 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion: defective weapon enhancement ROM
- Replies: 9
- Views: 4192
Re: Suggestion: defective weapon enhancement ROM
It should be possible to fight without self-destruction by waiting for shields to regenerate after a weapon chamber explosion. Increasing misfires and jams while reducing weapon chamber explosions might help prevent damage in the early game and still make damaged weapons unusable in the later game, ...
- Mon Feb 08, 2010 5:57 pm
- Forum: Closed bug reports
- Topic: Weird Error [1.0 RC6]
- Replies: 16
- Views: 8593
- Sat Feb 06, 2010 7:41 am
- Forum: Closed bug reports
- Topic: [RC6] Ferians still misbehaving
- Replies: 4
- Views: 3324