Search found 732 matches

by FAD
Wed Dec 07, 2011 8:02 pm
Forum: MOTM archives
Topic: MoTM - October 2011
Replies: 4
Views: 11152

Re: MoTM - October 2011

Well, late again for the Mod of the Month! Sorry. But late is better then never. As usual, pick your favorite mod, and good luck to all the great modders out there! After the December MoTM all the mods that have won during the year will be placed in a new poll - Mod of the Year! Congratulations FAD...
by FAD
Wed Dec 07, 2011 7:41 pm
Forum: Mod Announcements
Topic: Filling in Digdug's Shoes
Replies: 6
Views: 3737

Re: Filling in Digdug's Shoes

Derp. I forgot to add Digdug's banner for Crystal Clear Iocrym, and I also did the banner for FAD again. Congrats on Worst Case Scenario! (although it makes the game exponentially harder [and potentially make my impossible permadeath runs impossible. I have given up trying to win a permadeath with ...
by FAD
Sun Dec 04, 2011 6:36 am
Forum: Mod Announcements
Topic: Filling in Digdug's Shoes
Replies: 6
Views: 3737

Re: Filling in Digdug's Shoes

Thanks, RPC. Most appreciated! :D
by FAD
Sat Oct 08, 2011 7:54 pm
Forum: MOTM archives
Topic: MoTM - September 2011
Replies: 7
Views: 12753

Re: MoTM - September 2011

I voted for Visible Damage. I think its concept should become an official part of vanilla.
by FAD
Thu Oct 06, 2011 6:24 pm
Forum: Mod Announcements
Topic: [New Mod] Worst Case Scenario (Challenge)
Replies: 2
Views: 2159

Re: [New Mod] Worst Case Scenario (Challenge)

Thanks, Tt. And yes, it is a bit difficult, but there are solutions that can get you through it. Although it may take a couple tries, and depending on what each game generates that are affordable, once you figure out how to make some money, safely.

...and that's all the hint I'll provide. :P
by FAD
Sun Oct 02, 2011 8:37 pm
Forum: Mod Announcements
Topic: [Mod] Fellow Pilgrims
Replies: 22
Views: 14778

Re: [Mod] Fellow Pilgrims

When a pilgrim uses the Desperate Escape power, it works by waiting for the pilgrim to die, then duplicates it, and removes the wreck. The problem is that the pilgrim still has an explosion effect, so is there a way to make the keep the explosion effect from happening? Have you tried setting charge...
by FAD
Sun Oct 02, 2011 6:55 am
Forum: Mod Announcements
Topic: [New Mod] Worst Case Scenario (Challenge)
Replies: 2
Views: 2159

[New Mod] Worst Case Scenario (Challenge)

"Alone at the edge of Human Space, a Viking-class gunship approaches. Mistaking you for a harmless craft, the Viking attacks, but its thin hull is no match for the blast of your slam cannon. Looting the Viking's wreck, you consider your path. The next system is filled with Slavers and your armor ne...
by FAD
Sun Oct 02, 2011 4:33 am
Forum: MOTM archives
Topic: MoTM - August 2011
Replies: 20
Views: 24207

Re: MoTM - August 2011

Thank you for the votes, and congratulations, DigDug! Yours is an excellent mod indeed. Most deserving of a win!
by FAD
Sat Oct 01, 2011 5:55 am
Forum: Mod Announcements
Topic: [New Mod] Visible Damage
Replies: 9
Views: 6565

Re: [New Mod] Visible Damage

Handy, indeed! I've DL'd it but haven't tried it yet, but if it helps to identify what segs are critical in cap ships, then it is a must have. As it is now, you have to keep pecking away at the ship on certain angles in order to do critical damage. Hate when ya get the ship at 100% damage, continuou...
by FAD
Sat Oct 01, 2011 5:28 am
Forum: Mod Announcements
Topic: [Mod] Fellow Pilgrims
Replies: 22
Views: 14778

Re: [Mod] Fellow Pilgrims

Ok, I understand what you're saying. Another option could be to use "key" systems, such as George does for the player's stats; Never reached St.K's...never reached PJ...etc. Since you don't really want your Pilgrims to follow the player through every system, you could trigger them via globals to fol...
by FAD
Sat Oct 01, 2011 2:02 am
Forum: Mod Announcements
Topic: [Mod] Fellow Pilgrims
Replies: 22
Views: 14778

Re: [Mod] Fellow Pilgrims

One problem with that is that the game can't tell which node is coreward. And even if it could, it would mess up in complicated topologies like the Network, where there are loops, it would find every node as moving coreward. I tried to make it so each ship was stored on the playership, but the prob...
by FAD
Wed Sep 28, 2011 5:59 am
Forum: Mod Announcements
Topic: [New Mod] Abandoned Station Renamer
Replies: 6
Views: 4045

Re: [New Mod] Abandoned Station Renamer

Yeah, but I think Bobby has something in mind for it. I'm still trying to catch up with all the new updates since 0.99, and I'm liking it so far. It's becoming more simplified to where a hand full of code does the same or more than what a full page of code would do. :D
by FAD
Sat Sep 24, 2011 3:22 am
Forum: Mod Announcements
Topic: [New Mod] Abandoned Station Renamer
Replies: 6
Views: 4045

Re: [New Mod] Abandoned Station Renamer

Bobby wrote:You could use onGlobalPaneInit and scrAddAction to add the rename action it to any dockscreen whose source is a station, without overwriting any dockscreens.
Thanks, Bobby! I didn't know global was a pane...err, that you could globalize pane initiatives. Now it really gets interesting.
by FAD
Fri Sep 23, 2011 6:13 am
Forum: Mod Announcements
Topic: [New Mod] Abandoned Station Renamer
Replies: 6
Views: 4045

Re: [New Mod] Abandoned Station Renamer

Station labels? Nice! it should be for all stations, could be useful, custom maps All stations? Sweet! But I think that would be a daunting task as each active station/dock screen is different. You'd have to redo each and every one of them individually and I wouldn't be able to do it ATM...my lazy ...
by FAD
Thu Sep 22, 2011 11:47 pm
Forum: Mod Announcements
Topic: [New Mod] Abandoned Station Renamer
Replies: 6
Views: 4045

[New Mod] Abandoned Station Renamer

This mod allows you to rename any abandoned station once you dock with it. Why rename an abandoned station, you may ask? 1) Makes it easier to locate active stations and stargates on the map in cluttered systems. When you go to rename a station, just hit the space bar once (don't add any text) in th...