I would like a way of using energy from the reactor for a given period.
I am making a variable regening shield and everything is working great but it doesn't use more energy when regening.
This could be useful in many other items too.
.99e/1.0 Wishlist/buglist [add yours!]
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
Crying is not a proper retort!
I have a new wish after a painful experience last game.
I was running the Huari slave rescue missions in a binary system, which was causing the slaver ships to spawn at over 4000k out, in the middle of absolutely nowhere.
On one of those missions, I accidentally cleared my target right after exiting the station - I only got a glimpse of the general heading... Spent over 20 minutes jumping randomly through space trying to find them. Finally gave up and just went and ran back and forth patrolling the two stargates in the system hoping to intercept them. Finally did - after about 1/2 an hour (that ship is sloooow).
So what I'd really like is a way to re-acquire your mission target ship! or have it always pointed at as a 'mission objective' the way bases often are.
I was running the Huari slave rescue missions in a binary system, which was causing the slaver ships to spawn at over 4000k out, in the middle of absolutely nowhere.
On one of those missions, I accidentally cleared my target right after exiting the station - I only got a glimpse of the general heading... Spent over 20 minutes jumping randomly through space trying to find them. Finally gave up and just went and ran back and forth patrolling the two stargates in the system hoping to intercept them. Finally did - after about 1/2 an hour (that ship is sloooow).
So what I'd really like is a way to re-acquire your mission target ship! or have it always pointed at as a 'mission objective' the way bases often are.
- Mutos
- Militia Lieutenant
- Posts: 218
- Joined: Thu Aug 14, 2008 3:31 am
- Location: Near Paris, France
- Contact:
Hi all, hi George,
1/ Ability to use Modules inside an Adventure, rather than have everything in one large Adventure file. Maybe it would be better if Adventure Module filenames started in the Extension folder.
2/ Extra debug features :
a/ Use of arrows within the console to prevent typing the same lines again and again, LISP can sometimes be quite unnerving !
b/ Maybe make the debug console reachable at the startup screen, for debugging events fired when creating a new game,
c/ The ability to entirely reload the game data, mods included, without ending and restarting (maybe onlly in debug mode),
3/ Improvements on the graphics engine to prevent it from slowing down to a creep when using real-world Sol system data ^-^
4/ Like Vastin, retro-thrusters on the down arrow ! Maybe less powerful than aft, maybe not, or maybe with just another separate rating.
Soon to edit if I find other things...
1/ Ability to use Modules inside an Adventure, rather than have everything in one large Adventure file. Maybe it would be better if Adventure Module filenames started in the Extension folder.
2/ Extra debug features :
a/ Use of arrows within the console to prevent typing the same lines again and again, LISP can sometimes be quite unnerving !
b/ Maybe make the debug console reachable at the startup screen, for debugging events fired when creating a new game,
c/ The ability to entirely reload the game data, mods included, without ending and restarting (maybe onlly in debug mode),
3/ Improvements on the graphics engine to prevent it from slowing down to a creep when using real-world Sol system data ^-^
4/ Like Vastin, retro-thrusters on the down arrow ! Maybe less powerful than aft, maybe not, or maybe with just another separate rating.
Soon to edit if I find other things...
Last edited by Mutos on Tue Sep 02, 2008 6:52 am, edited 5 times in total.
- Aury
- Fleet Admiral
- Posts: 5421
- Joined: Tue Feb 05, 2008 1:10 am
- Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.
I had a "bank" like system implemented in the corporate trading post...Fatboy wrote:I'd like a way to take out a loan.
I was hoping to add loan sharks to black market stations too.
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Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
More application stability and fail-safe functions, like emergency-save feature (as in Angband and its variants).
Application crash on Transcendence usually happens when you go through a stargate and saving the system to the disk, especially when the player is leading Dwarg raiders, I suspect there are a few glitches somewhere around it.
Application crash on Transcendence usually happens when you go through a stargate and saving the system to the disk, especially when the player is leading Dwarg raiders, I suspect there are a few glitches somewhere around it.
- Aury
- Fleet Admiral
- Posts: 5421
- Joined: Tue Feb 05, 2008 1:10 am
- Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.
you might want to make a separate thread on that then. It'd be a large bug.darksider wrote:More application stability and fail-safe functions, like emergency-save feature (as in Angband and its variants).
Application crash on Transcendence usually happens when you go through a stargate and saving the system to the disk, especially when the player is leading Dwarg raiders, I suspect there are a few glitches somewhere around it.
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Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
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Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
just thought of something that would make custom damage systems; dynamic weapons, shields, and armors; and custom enhancements much easier.
<OnGlobalDamage>
it would be called anytime anything is damaged with the same globals as the normal onDamage (maybe with a couple extra like shield/armor damaged and weapon)
<OnGlobalDamage>
it would be called anytime anything is damaged with the same globals as the normal onDamage (maybe with a couple extra like shield/armor damaged and weapon)
Crying is not a proper retort!
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
I would like to add custom things to damage
for example
damage= "kinetic:3; momentum1; piercing"
and to be able to get those in the onDamage event
for example
damage= "kinetic:3; momentum1; piercing"
and to be able to get those in the onDamage event
Crying is not a proper retort!
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
yep and would solve the weapon ID problem in onDamage at the same time.
Think about it weapons that bypass shields. Dual damage types. Chain reaction weapons (ie if it hits any shield it does damage and grows in power and jumps)
Think about it weapons that bypass shields. Dual damage types. Chain reaction weapons (ie if it hits any shield it does damage and grows in power and jumps)
Crying is not a proper retort!
- Periculi
- Fleet Officer
- Posts: 1282
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- Location: Necroposting in a forum near you
How about getting a filter for virtual items in the item criteria? objGetItems and objEnumItems are blind to virtual types. virtual="true" is a great way to hide items, but they should be able to be found from script somehow.
I agree with Mutos on this
I'd like that ability.1/ Ability to use Modules inside an Adventure, rather than have everything in one large Adventure file. Maybe it would be better if Adventure Module filenames started in the Extension folder.