Search found 1058 matches
- Mon Apr 14, 2014 1:46 am
- Forum: Shipyards
- Topic: Main drive compartment coordinates?
- Replies: 2
- Views: 1804
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.
- Sun Apr 13, 2014 6:06 pm
- Forum: Shipyards
- Topic: Main drive compartment coordinates?
- Replies: 2
- Views: 1804
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...
- Sun Apr 13, 2014 3:26 am
- Forum: Ideas & Suggestions
- Topic: Compartments making bosses a bit too tough?
- Replies: 31
- Views: 21384
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...
- Mon Apr 07, 2014 3:57 am
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 707217
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...
- Wed Apr 02, 2014 3:11 am
- Forum: Shipyards
- Topic: How to add attributes that are displayed to the player?
- Replies: 2
- Views: 1832
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>
- Tue Apr 01, 2014 11:34 pm
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 707217
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...
- Tue Apr 01, 2014 5:02 pm
- Forum: The Drawing Board
- Topic: Question on weapon turrets
- Replies: 1
- Views: 2123
Re: Question on weapon turrets
In <Devices>: That should do it.
Code: Select all
<DeviceSlot criteria="w~l" omnidirectional="true"/>
- Sat Mar 29, 2014 3:48 pm
- Forum: Ideas & Suggestions
- Topic: tombstones in-game ?
- Replies: 8
- Views: 4352
Re: tombstones in-game ?
No, no extra fighting, just a little message when a fellow pilgrim goes boom.
- Sat Mar 29, 2014 2:37 pm
- Forum: Announcements
- Topic: 1.3 Beta 1
- Replies: 84
- Views: 64307
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...
- Sat Mar 29, 2014 1:39 pm
- Forum: Ideas & Suggestions
- Topic: tombstones in-game ?
- Replies: 8
- Views: 4352
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.
- Sat Mar 29, 2014 11:34 am
- Forum: Stable (v1.7) Bug Reports
- Topic: [U]sable item hint.
- Replies: 0
- Views: 2601
[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 ...
- Fri Mar 28, 2014 5:49 am
- Forum: Shipyards
- Topic: Jay2Jay's Modding Questions Thread
- Replies: 14
- Views: 10236
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...
- Thu Mar 27, 2014 5:47 pm
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 707217
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
- Sat Mar 22, 2014 3:24 pm
- Forum: Mod Announcements
- Topic: AE Mod Collection
- Replies: 61
- Views: 204758
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...
- Sat Mar 22, 2014 5:21 am
- Forum: Commonwealth
- Topic: Actually threatening/dangerous enemies?
- Replies: 13
- Views: 7561
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.