Search found 55 matches

by speedofsquid
Sun Sep 12, 2010 2:17 pm
Forum: Commonwealth
Topic: Of fighters & freighters
Replies: 28
Views: 10546

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.
by speedofsquid
Tue Sep 07, 2010 7:34 pm
Forum: Commonwealth
Topic: What happens to slaves given to domina?
Replies: 6
Views: 3294

A religious upbringing?

Although the slaves in Transcendence are not necessarily children, I think this part of the game references the association of RCC nuns with orphanges.
by speedofsquid
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...
by speedofsquid
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>
by speedofsquid
Sat May 29, 2010 9:12 am
Forum: Shipyards
Topic: Minefield reworking.
Replies: 37
Views: 13453

Shrike wrote:The pastebin is HERE.
On ll. 162-173 and ll. 201-202 the attributes are outside the tags again.
by speedofsquid
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.
by speedofsquid
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 ...
by speedofsquid
Sun Apr 18, 2010 3:47 pm
Forum: Ideas & Suggestions
Topic: CSC Antarctica glitch
Replies: 11
Views: 6992

When the Antarctica is saved, it should hold position for a time before moving to gate. Could the problem be with shpOrderHold? I have had problems with ships holding indefinitely when ordered to hold for a specified time.
by speedofsquid
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...
by speedofsquid
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...
by speedofsquid
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...
by speedofsquid
Tue Feb 16, 2010 9:45 am
Forum: Shipyards
Topic: help!!
Replies: 4
Views: 2469

Terminate entity reference w/ semicolon:

Code: Select all

<TranscendenceExtension UNID="&UNIDsdw195SealedCargoContainer;" version="0.99c">
by speedofsquid
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, ...
by speedofsquid
Mon Feb 08, 2010 5:57 pm
Forum: Closed bug reports
Topic: Weird Error [1.0 RC6]
Replies: 16
Views: 8593

Typo in mod Commenwealth with Custom Ships, file Commonwealth with Custom Ships.xml, line 36: class="csStalwartMk1;". This might cause a crash only when the ship is generated.
by speedofsquid
Sat Feb 06, 2010 7:41 am
Forum: Closed bug reports
Topic: [RC6] Ferians still misbehaving
Replies: 4
Views: 3324

Are they still attacking asteroids, or only destroyed stations now? The check to prevent warriors from attacking inanimate objects is missing from the script where warriors are constructed by a living colony.