Search found 104 matches
- Sun Aug 21, 2016 10:00 pm
- Forum: Mod Announcements
- Topic: Giantcabbage Mods
- Replies: 0
- Views: 10270
Giantcabbage Mods
I've added an Upgradeable Wingmen extension to my mods on github. This allows you to upgrade your wingmen by offering them armor and devices. They will accept upgrades, but not downgrades. All three standard wingmen have Wolfen device and armor limits for now, though the wingmen will only install on...
- Mon Jul 11, 2016 10:13 pm
- Forum: The Drawing Board
- Topic: Sovereign reputation and crime
- Replies: 0
- Views: 10759
Sovereign reputation and crime
Have you ever wondered why you can destroy every Commonwealth station you encounter and no one does anything about it until you dock at a station? I have started working on a generic sovereign reputation / crime system where any faction will become hostile if you persist in attacking them (but other...
- Wed Jun 15, 2016 9:32 pm
- Forum: Ideas & Suggestions
- Topic: Rumor Framework
- Replies: 0
- Views: 9461
Rumor Framework
I now have a reasonably complete rumor framework for testing. This will make it much easier to add new rumors to stations e.g. Commonwealth Slums and the pub screen. The framework uses two events (GetRumors and GetGlobalRumors) and a new function msfShowRumor which can be used in a similar way to rp...
- Sat May 21, 2016 10:04 am
- Forum: Ideas & Suggestions
- Topic: Pub Rumors for the Outer Realm
- Replies: 10
- Views: 5352
Re: Pub Rumors for the Outer Realm
I’d kinda like to see the rumors for various stations accessible by typGetData or even a variable (like rumOuterRealm or some such) instead of more or less written into the station itself. It would make it easier for modders to add to the lists. Have you looked at this: Missions and Rumors It uses...
- Sat Apr 09, 2016 5:17 pm
- Forum: The Drawing Board
- Topic: Missions and Rumors
- Replies: 2
- Views: 2664
Missions and Rumors
I've been working on a new rumor system in my mission mod. It's pretty basic at the moment, but rumors can now be generated by mission events rather than hard coded in the station definitions. I've implemented it for container habitats and commonwealth slums so far with rumors for Raisu (which is no...
- Sun Nov 08, 2015 4:49 pm
- Forum: Ideas & Suggestions
- Topic: Rework disintegration into a nano perk
- Replies: 17
- Views: 10766
Re: Rework disintegration into a nano perk
Disintegration is currently hardcoded as an instakill effect that's only useful on one gun. The blue effect makes it literally useless for anything else (it's ugly), and the lack of immunities make a lot of armor useless to no-shield runs. It also makes no sense as an antimatter perk. Finally....it...
- Sat Oct 17, 2015 10:01 am
- Forum: Shipyards
- Topic: need help with helper functions ?
- Replies: 5
- Views: 3789
Re: need help with helper functions ?
That does not work for negative numbers as int truncates towards zero. Try:
Code: Select all
(setq nint (lambda (x) (int (+ x (if (ls x 0) -.5 .5)))))
- Thu Sep 17, 2015 7:27 pm
- Forum: Shipyards
- Topic: new floating point support, maybe bug ??
- Replies: 2
- Views: 2133
Re: new floating point support, maybe bug ??
add and + do the same thing (at least in 1.6.2 RCs). However, other functions are inconsistent: add multiply + - * mod use standard promotion rules (i.e. 1+1 = 2 but 1+1.0 = 2.0) / pow sqrtn always promote to real subtract divide modulo power sqrt always use integer arithmetic I would suggest standa...
- Wed Aug 05, 2015 3:56 pm
- Forum: Ideas & Suggestions
- Topic: Korolov / Charon
- Replies: 8
- Views: 4904
Re: Korolov / Charon
I’ve updated the mod for version 1.6 this time focusing on Korolov. Most of the Charon changes are now in vanilla, but this mod still has the expanded frigate AI and ship tables. I have also made changes to the Korolov station code. All the missions are rewritten using MissionType so they show up in...
- Thu Jul 30, 2015 10:49 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion & Brainstorm: Illegal Weapons
- Replies: 61
- Views: 24925
Re: Suggestion & Brainstorm: Illegal Weapons
Yes, the first thing to do is decide what gameplay mechanic "Illegal" weapons should serve, or if you want them at all. Then find an in-game explanation which is vaguely consistent with the rest of the story. Currently, the "Military" tag basically means a weapon is level 6 or higher. The Mk.3 howit...
- Wed Jul 29, 2015 4:19 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion & Brainstorm: Illegal Weapons
- Replies: 61
- Views: 24925
Re: Suggestion & Brainstorm: Illegal Weapons
The problem with that (which I've always hated and removed in my mods) is that the XM300 Reaper does exactly the same thing, and is milspec and militia-issue weaponry. It's only used by the sapiens and really should be a unique illegal missile....but it isn't. I agree the XM300 should be an illegal...
- Sun Jun 14, 2015 2:49 pm
- Forum: Ideas & Suggestions
- Topic: Korolov / Charon
- Replies: 8
- Views: 4904
Re: Korolov / Charon
Sounds reasonable. Did George confirm whether the Frigates not pursuing their targets is a glitch? It seems like it might be, and I don't see a Ministry item on it. I’ve changed the code so it should be possible to trigger the frigate pursuit by destroying enough raiders that the frigate summons re...
- Thu Jun 11, 2015 4:38 pm
- Forum: Ideas & Suggestions
- Topic: Korolov / Charon
- Replies: 8
- Views: 4904
Re: Korolov / Charon
Looks reasonable in general. I'd be cautious about the Barbary though......although EMP is criminally under-used ingame right now, that's because it's not a very nice mechanic. Barbaries have also never been a charon ship before. Barbaries are used in the EP missions where they escort Charon frigat...
- Sun Jun 07, 2015 9:16 pm
- Forum: Ideas & Suggestions
- Topic: Korolov / Charon
- Replies: 8
- Views: 4904
Korolov / Charon
I’ve been looking at Korolov / Charon to address the issues mentioned here http://forums.kronosaur.com/viewtopic.php?p=63982#p63982 The attached mod makes the following changes: For cargo values < 100k a Drake missile ship is used instead of a frigate. Above 100k the chance of a frigate increases up...
- Thu May 28, 2015 9:00 pm
- Forum: Commonwealth
- Topic: Newbie player bugs
- Replies: 63
- Views: 29184
Re: Newbie player bugs
The description of the Burak missile launcher says an Uzun targeting scanner can be used to add tracking to missiles. A newbie might expect the Uzun targeting scanner to be available, but it doesn’t appear to be implemented http://ministry.kronosaur.com/record.hexm?id=3941 Thioseptal which is requir...