Search found 1036 matches
- Mon Jul 16, 2012 4:09 pm
- Forum: Beginner's Luck
- Topic: Biggest initial hurdles?
- Replies: 38
- Views: 20247
Re: Biggest initial hurdles?
I can't remember when I first started playing. I think it was around .96 but I can't be sure. My biggest hurdle was I didn't know you could save I kept having to start over and I didn't make it past St. Kats for a long time.
- Mon Jul 16, 2012 2:28 am
- Forum: Announcements
- Topic: 1.08d
- Replies: 44
- Views: 32068
Re: 1.08d
It's the same with me. It wont' accept my username or password.
- Wed Jun 27, 2012 3:53 am
- Forum: Shipyards
- Topic: What's the earliest event?
- Replies: 3
- Views: 3166
Re: What's the earliest event?
Ok thanks.
- Wed Jun 27, 2012 2:15 am
- Forum: Shipyards
- Topic: What's the earliest event?
- Replies: 3
- Views: 3166
What's the earliest event?
I'm just wondering if there is an event before OnGLobalUniverseCreated for a project I'm working on.
- Wed Apr 18, 2012 4:15 am
- Forum: MOTM archives
- Topic: Mod of The Year
- Replies: 21
- Views: 30064
Re: Mod of The Year
Thank you everyone who voted! Thanks Ttech for the banner!
- Fri Mar 30, 2012 5:26 am
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 106615
Re: [MOD] The Network
Several people have had that crash. Could you see if it crashes on the vanilla map? Then we can see if it is a problem with the Network or with the map in general.
- Fri Mar 02, 2012 12:50 am
- Forum: Shipyards
- Topic: help using mods please
- Replies: 2
- Views: 2490
Re: help using mods please
Make sure your game is version 1.07a and that the mods you're using have been updated to 1.07a. The game version being different from the mod version may cause errors.
- Mon Feb 27, 2012 11:53 pm
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 106615
Re: [MOD] The Network
I think 1.07a fixes a lot of problems from 1.07. This works now on 1.07a, as far as I've seen. People have reported crashing on the map, but I can't really figure out why. I've never been able to reproduce it on my computer.
- Mon Feb 27, 2012 2:24 am
- Forum: Shipyards
- Topic: Topology Help
- Replies: 4
- Views: 3773
Re: Topology Help
I was thinking the first code would be more useful, since then you can have the sovereign's data and you can base the stations on the level of infulence, so if Commonwealth has level 10 influence, Ares have level 5, and Ringers have level 3, then the commonwealth would have 2x the power of the Ares ...
- Mon Feb 27, 2012 2:12 am
- Forum: Shipyards
- Topic: Topology Help
- Replies: 4
- Views: 3773
Re: Topology Help
Here's the code for the distance from an origin. I haven't tested it, but I think I have it right. the syntax is (sysGetDistanceFromOrigin [nodeID] [number] [NodeID]) The first nodeID is the origin, the number is the max distance from the origin, and the last nodeID is the node you want to test. It ...
- Sun Feb 26, 2012 11:54 pm
- Forum: Shipyards
- Topic: Topology Help
- Replies: 4
- Views: 3773
Re: Topology Help
I made this lambda (setq sovSetInfluenceLevels (lambda (sovereign strength) (block (capital) (setq capital (random (sysGetNodes))) (sysSetData capital (cat sovereign) (add 1 strength)) (block nil (for a 1 strength (enum (sysGetNodes) node (block nil (enum (sysGetStargates node) gate (block (node2) (...
- Sat Feb 25, 2012 10:39 pm
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 106615
Re: [MOD] The Network
I had to change a lot to update it to 1.07, but I didn't find any problems with the galactic map.
- Thu Feb 23, 2012 12:43 am
- Forum: The Drawing Board
- Topic: Modding help.
- Replies: 3
- Views: 3308
Re: Modding help.
The best way to learn specific details about modding in Trans is to download a mod that uses that and pick it apart to find out how it works.
- Tue Feb 14, 2012 12:30 am
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 106615
Re: [MOD] The Network
I really don't know what's causing this. I haven't heard of this crash happening before you said you were having troubles. Have you tried a fresh copy of the game with the latest versions of all the mods? Could you also try it without the Network installed to see if this causes it?
- Sun Feb 12, 2012 1:11 am
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 106615
Re: [MOD] The Network
no. It has the same gates as the vanilla system with an extra 2 rings of stargates, each with 5 stargates.WillyTheSquid wrote:
Really appreciate you fixing Elysium; the amount of back-tracking I had to do was occasionally gruesome. Is the gate selection in Elysium randomized?