Search found 2675 matches

by Song
Thu Aug 08, 2019 5:26 am
Forum: Commonwealth
Topic: placing images in post text query
Replies: 5
Views: 7357

Re: placing images in post text query

Sure I can help with this one. When you've uploaded an image, clicking "place inline" when you have an active cursor/location in the text box will insert it at that location. You can move it around later. Then just write between the attachment embeds. AXTIRFortress.png I'm embedding a copy of the AX...
by Song
Thu Aug 01, 2019 12:13 am
Forum: Beta Bug Reports
Topic: Current feedback alpha 1.9
Replies: 16
Views: 38171

Re: Current feedback alpha 1.9

Ironparrot on discord reports that under the right circumstances this can result in item deletion/duplication.
by Song
Wed Jul 24, 2019 6:38 am
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

One month on, and a few things have progressed quite nicely. The big change is that I've started integrating both vanilla and ES vessels into the Ship Broker system. You can now pick up and fly the following in shipyards: ES Originals Bandit -class interceptor (4 variants) Bandicoot- class gunship (...
by Song
Mon Jul 22, 2019 6:14 am
Forum: Shipyards
Topic: adding ships to commonwealth traffic
Replies: 2
Views: 14686

Re: adding ships to commonwealth traffic

A good guide to an interesting system. I considered swapping to this approach for Elemental Shift, but because I reduce the appearances of some of the stock ships (to make them level-appropriate) I ultimately had to stay with the old way and just redefine the entire table (which introduces problems ...
by Song
Mon Jun 24, 2019 4:05 am
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

Aury has done an excellent job modelling up a ship that's been on the 'to-add' list for Elemental Shift for about two years now: a reimagining of the very old Mikeno-class that used to be in the game assets. MikenoHeroSmaller.png It's now a hyperfreighter, and it's gonna be pretty big. Not that big ...
by Song
Mon Jun 10, 2019 9:04 am
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

Today I got the second iteration of my tweaks to the Anaxas mission (destroying the Cyclops HQ) to work. I've since redone the ship tables to tweak what goes where (and also added a little more variety), but here's some shots from my test run:
Anton and Kate brought friends! Friends that aren't all in stock Ronin/C gunships at that!
Anton and Kate brought friends! Friends that aren't all in stock Ronin/C gunships at that!
ESPromo1A.png (737.94 KiB) Viewed 41567 times
The mission code assumes that all ships have the same speed so they spread out a little. This will get worse in the next version, because I added a manticore to the mix. It still looks pretty dang impressive.
The mission code assumes that all ships have the same speed so they spread out a little. This will get worse in the next version, because I added a manticore to the mix. It still looks pretty dang impressive.
ESPromo2.png (490.25 KiB) Viewed 41567 times
I've since moved the Likho and Frey-class gunships onto escort duty for the Troglav and the two Sigyns and added some more advanced gunships to the mix on the main attack force, so hopefully things are a *little* less hectic. It's still generally a close fight with this particular mix, so I'll have to see if my changes improve things or not.
I've since moved the Likho and Frey-class gunships onto escort duty for the Troglav and the two Sigyns and added some more advanced gunships to the mix on the main attack force, so hopefully things are a *little* less hectic. It's still generally a close fight with this particular mix, so I'll have to see if my changes improve things or not.
ESPromo3.png (653.47 KiB) Viewed 41567 times
by Song
Sat Jun 08, 2019 6:23 am
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

More things to show off: --- DobsonProjector2.png The Dobson Projector has been remade into a functioning (hand-balanced for now) heavy weapon at level 8. The first time I've experimented with RepeatingDelay, the Dobson Projector fires three very heavy, very slow projectiles in a spray in front of ...
by Song
Mon Jun 03, 2019 8:59 pm
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

Well, real life caught up with me in a bad way. But I'm back to slowly working on things. George is currently running the mod on stream, and I'm doing some fixes based on that. ....unfortunately I didn't get around to pulling the nukes off Talon Group before sending him the mod, so he's gonna have s...
by Song
Tue May 21, 2019 4:24 am
Forum: Commonwealth
Topic: regen= "8"
Replies: 6
Views: 10352

Re: regen= "8"

Generally speaking, regen on stations is intended to fix a station if you go away and come back again. There's probably some room to examine/chart regen by level effectively to see what stations exceed things a little. The big offenders are easier to spot, and generally I think they need more HP, wi...
by Song
Sun Feb 24, 2019 4:59 am
Forum: Ideas & Suggestions
Topic: My Ideas for Moving Forward
Replies: 4
Views: 5824

Re: My Ideas for Moving Forward

Hmm. Some good points there, though one barrier is that missions are one of the harder things to learn to make in the engine. They're easier than they were, certainly...but they still have some rather nasty challenges (this is why my project doesn't have them yet: they'll be in the 2.0 major release...
by Song
Sat Feb 23, 2019 10:19 pm
Forum: Announcements
Topic: 1.8 Release
Replies: 27
Views: 172678

Re: 1.8 Release

Looks like I need to start pushing for a stable ES release. Congrats on making the milestone, George. ^_^
by Song
Sat Feb 23, 2019 10:09 pm
Forum: Commonwealth
Topic: What's up with the Constellation?
Replies: 4
Views: 7744

Re: What's up with the Constellation?

It may be a problem with some code not updating correctly...I've run into issues with other systems where some things get locked in when the game is created, rather than updating with the code.
by Song
Sat Feb 23, 2019 9:15 pm
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

With the release of 1.8 I'm starting to close in on a stable release. Unfortunately I'm in a critical point for my studies IRL, so things may be a bit slower than I'd intended. Auton reworking is going well now that I've shelved a few things to cope with the inventory issues. I've got power-limits r...
by Song
Thu Feb 21, 2019 7:03 pm
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

I'm now working on a whole new round of changes to autons. Sadly I've run into some problems with the auton dealer inventories so my original plans for a wider array of low-level autons are on hold...but there's some good things all the same. Autosentinels are now level 2, and a non-defective versio...
by Song
Tue Jan 29, 2019 1:29 am
Forum: The Drawing Board
Topic: [DEV] Elemental Shift
Replies: 30
Views: 83429

Re: [DEV] Elemental Shift

Hephaestus reactors are an Archimedes Industrial product, and they're designed to run until the fuel runs out, at which point you send them to be refurbished. ...unfortunately there are some technical issues with how they're implemented, though AP has done an extremely good job getting things ironed...