Search found 451 matches
- Sun May 22, 2016 3:27 pm
- Forum: The Drawing Board
- Topic: Weapon that hurts to fire
- Replies: 10
- Views: 7487
Re: Weapon that hurts to fire
artemisFowl made a weapon a few weeks ago that damage's the player's own armor when it's fired. Let me know if you're interested so I can remember to ask him for the code. You do that :D Thanks! OK - I just sent him a PM. I may not get a reply for quite a while - possibly not even until September.
- Sun May 22, 2016 3:05 pm
- Forum: Ideas & Suggestions
- Topic: More Visceral Gameplay ideas
- Replies: 42
- Views: 25972
Re: More Visceral Gameplay ideas
Regarding swivel, I like that suggestion. It could potentially be linked with something that adds more swivel for lighter guns and less for heavier guns, potentially adjusting this by ship so that there is a clearer distinction between fighters and heavy gunships, with the former being more agile a...
- Sun May 22, 2016 1:43 pm
- Forum: Ideas & Suggestions
- Topic: More Visceral Gameplay ideas
- Replies: 42
- Views: 25972
Re: More Visceral Gameplay ideas
There are some great suggestions here. We could definitely use a greater variety of missiles. Ships could do with built-in swivel so that the vanilla weapons don't have to be modified. Swivel also needs to a property of the weapon slot so that mods can't make swivel go away (by setting fire arc to N...
- Sun May 22, 2016 4:40 am
- Forum: Shipyards
- Topic: Need to find out which ship fired a shot
- Replies: 10
- Views: 10635
Re: Need to find out which ship fired a shot
This is for the PDmod update, not for the vanilla devices.
I'm not sure what you mean by going against a device as opposed to with it. Could you please provide more details?
I'm not sure what you mean by going against a device as opposed to with it. Could you please provide more details?
- Sat May 21, 2016 4:59 pm
- Forum: The Drawing Board
- Topic: Weapon that hurts to fire
- Replies: 10
- Views: 7487
Re: Weapon that hurts to fire
artemisFowl made a weapon a few weeks ago that damage's the player's own armor when it's fired. Let me know if you're interested so I can remember to ask him for the code.
- Sat May 21, 2016 3:14 pm
- Forum: The Drawing Board
- Topic: AutoShield defense devices
- Replies: 13
- Views: 8816
Re: AutoShield defense devices
What do you think about taking away the hitpoints and giving each shot a damage of 1? That would make it possible to balance against vanilla devices. Yeah that would be fine, so it would basically be an area denial for missiles but still let beams go through. It sounds like we need to take the 360-...
- Sat May 21, 2016 2:47 pm
- Forum: The Drawing Board
- Topic: AutoShield defense devices
- Replies: 13
- Views: 8816
Re: AutoShield defense devices
No idea how to make it balanced but the idea is it makes a cloak of particles to block damage. Maybe just make the cloak thinner or have less particle emission per second. I'm thinking about how we can incorporate this device into the PDmod update. It does look very difficult to balance. What do yo...
- Sat May 21, 2016 2:28 pm
- Forum: Shipyards
- Topic: XML Manipulation Functions: Test Code
- Replies: 14
- Views: 10329
Re: XML Manipulation Functions: Test Code
Are you using typGetXML?
Join us in IRC sometime. There are several of us that are trying to figure it out.
Join us in IRC sometime. There are several of us that are trying to figure it out.
- Sat May 21, 2016 2:04 pm
- Forum: Shipyards
- Topic: XML Manipulation Functions: Test Code
- Replies: 14
- Views: 10329
Re: XML Manipulation Functions: Test Code
Here's a mod that is the simplest possible example of using typGetXML and typCreate together: Reprogrammed Launchers https://forums.kronosaur.com/viewtopic.php?f=25&t=7577 It was a proof-of-concept that also gave me an item I wanted in the game pretty badly anyway. I've linked to it several times in...
- Sat May 21, 2016 2:03 pm
- Forum: Modding Reference
- Topic: TypCreate Reference Thread
- Replies: 1
- Views: 9281
Re: TypCreate Reference Thread
Thanks! This is very helpful.
It's yet another thread that deserves to be stickied.
EDIT:
This mod is the simplest possible example of using typGetXML and typCreate together:
Reprogrammed Launchers
https://forums.kronosaur.com/viewtopic.php?f=25&t=7577
It's yet another thread that deserves to be stickied.
EDIT:
This mod is the simplest possible example of using typGetXML and typCreate together:
Reprogrammed Launchers
https://forums.kronosaur.com/viewtopic.php?f=25&t=7577
- Sat May 21, 2016 1:53 pm
- Forum: The Drawing Board
- Topic: PDmod update
- Replies: 28
- Views: 24866
Re: PDmod update
Question on "friendly but angry" ships: Does sysFindObject using "Y Only objects angry at the player (or enemies)" work on green/friendly ships? Sort of. Here's what I'm using: "bsmY -H N:20" This targets the following: Red ships Missiles and beams fired by red ships Green, angry ships (This is a w...
- Sat May 21, 2016 6:32 am
- Forum: The Drawing Board
- Topic: PDmod update
- Replies: 28
- Views: 24866
Re: PDmod update
UPDATE It turns out that ICX devices are only shooting at friendly freighters when "Fire at Angry Friendlies" is ON *and* the freighters are associated with an angry station, such as an annoyed Black Market station. This isn't a bug so much as it is an annoyance, since the game doesn't give any indi...
- Sat May 21, 2016 3:39 am
- Forum: Ideas & Suggestions
- Topic: Idea: Targeting ROM from Kate if you agree to rescue Katami.
- Replies: 7
- Views: 4307
Re: Idea: Targeting ROM from Kate if you agree to rescue Kat
I think that's AssumedPseudonym's intention: the targeting ROM is an aid that's offered before the mission is over.
- Sat May 21, 2016 3:11 am
- Forum: Ideas & Suggestions
- Topic: Pub Rumors for the Outer Realm
- Replies: 10
- Views: 5371
Re: Pub Rumors for the Outer Realm
I wish rumors were revamped like this so that it makes the universe more "alive". At least tell the player a lot of important info or maybe even give a lot of randomly generated sidequests from random people you meet at the bar. That's one of the things I like about Eternity Port. Visiting stations...
- Sat May 21, 2016 2:55 am
- Forum: Shipyards
- Topic: Custom launcher problem: inherit
- Replies: 5
- Views: 3455
Re: Custom launcher problem: inherit
~ltell gunship* is this still an issue? not sure whether to respond or not https://forums.kronosaur.com/viewtopic.php?f=5&t=7583 RPC - I got your message on IRC a bit late, so I thought I'd respond here. The problem was that the mod needed usesXML="true" inside of the the TranscendenceExtension tag...