Search found 66 matches

by dosbox-gamer
Sat Feb 05, 2011 12:23 pm
Forum: Shipyards
Topic: Explanation of "no binding for symbol" !?
Replies: 10
Views: 4732

Re: Explanation of "no binding for symbol" !?

As requested, some context: For my station mod, I have a Main/default docking screen, and then one of the choices is MaterialsLevel, where you can buy & sell. For the buy/sell area, I first tried copying the Adventure Outfitters' code line-for-line: <Panes> <Default> (no initialize, I have separate ...
by dosbox-gamer
Fri Feb 04, 2011 10:08 pm
Forum: Shipyards
Topic: Explanation of "no binding for symbol" !?
Replies: 10
Views: 4732

Explanation of "no binding for symbol" !?

Hello all, I have a problem and it's driving me bonkers: What is "No binding for symbol"? It keeps cropping up in my station mods, and thus far, I haven't seen a *definition* of it. I need to know, what it is, what it means, and, most hopefully, if there is any kind of tutorial for handling it. I kn...
by dosbox-gamer
Tue Sep 14, 2010 9:19 am
Forum: Modding Reference
Topic: TransData for beginners
Replies: 36
Views: 60558

Hi all, and thanks for your quick reply. Sdw195, how current or complete is version 1.6? Does it output all the stuff new to TRv1 (like the Pteravores), and does it work with modded ships, autons :D and stations? If everything looks good, I'll try to PM you the next time I'm at the library (their In...
by dosbox-gamer
Fri Sep 10, 2010 4:54 am
Forum: Modding Reference
Topic: TransData for beginners
Replies: 36
Views: 60558

TransData GUI...?

Okay, so I've been testing and re-testing my stations, updating them for v1. And I've hit a big snag: the random placement factor does not guarantee that *my* stations will appear in-game in the right level(s) or quantities. (Case in point: the most recent iteration had *not even 1* Tinkerer.) So, I...
by dosbox-gamer
Mon Nov 16, 2009 12:23 am
Forum: Ideas & Suggestions
Topic: the revamped auton system thread (and wingmen too)
Replies: 11
Views: 4249

Re: more autons

Don't forget about AutonsExtended v5p8 on Xelerus. It brings the auton count to over 50, with lots of specialty autons (advanced, illegal, military, rogue, tinker and more). http://www.xelerus.de/index.php?s=mod&id=534 The Predator auton is particularly deadly, but it is only a Level 9 item. There i...
by dosbox-gamer
Sat Oct 31, 2009 9:45 am
Forum: Commonwealth
Topic: H/W questions for v1.0
Replies: 9
Views: 5092

and if worse comes to worse, win7 has XP mode in every version pro and up That's what I'm asking about. I read that XP mode requires a computer (chip) with VT tech, but what else? Will v1.0 run any better with Hyper-Threading? What about three or four cores instead of the usual dual-core? What abou...
by dosbox-gamer
Thu Oct 29, 2009 6:42 am
Forum: Commonwealth
Topic: H/W questions for v1.0
Replies: 9
Views: 5092

H/W questions for v1.0

Hello all, Sorry I disappeared for awhile, my old-old-Old computer finally died last month. So now I am looking for a new system, and I have some questions: 1. Will v1.0 run natively in Windows7 ? 2. Can v1.0 be run in the XP emulation mode (and/or, does v1.0 require a computer with VT) ? 3. What wi...
by dosbox-gamer
Sat Aug 22, 2009 5:07 am
Forum: Shipyards
Topic: Q for Xelerus: WIP vs broken mod
Replies: 6
Views: 2753

OK, at digdug's suggestion I have uploaded the mod to Xelerus. It's in the Development section. Anyone who can help, please take a look.
by dosbox-gamer
Wed Aug 19, 2009 3:00 pm
Forum: Shipyards
Topic: Q for Xelerus: WIP vs broken mod
Replies: 6
Views: 2753

This mod is both large and complex. It's about 99% done, but there are script errors that I can't pinpoint causes the game crashes. How can I get help for 800+ lines of code? (I've tried putting code on the OTFs before, but for some reason, the indents don't stay, so the code looks even less right :?)
by dosbox-gamer
Wed Aug 19, 2009 6:56 am
Forum: Shipyards
Topic: Q for Xelerus: WIP vs broken mod
Replies: 6
Views: 2753

Q for Xelerus: WIP vs broken mod

When uploading to Xelerus, what separates a broken mod from something that is a work-in-progress? Is it still broken if you tell people, this doesn't work (right/yet)?
by dosbox-gamer
Thu Aug 06, 2009 1:25 pm
Forum: Shipyards
Topic: score=
Replies: 14
Views: 5027

Thanks, digdug! I was thinking along similiar lines. Maybe you can put any score you want, but given the amount of things-in-an-orderly-progression in Tr, it just didn't feel right.
by dosbox-gamer
Thu Aug 06, 2009 1:55 am
Forum: Shipyards
Topic: score=
Replies: 14
Views: 5027

digdug wrote:The score value of a ship is the number of points you gain...
What determines those points? For example, the Charon Pirates Corsair has score=25, but the Corsair-II has 110. And the Drake is 350. So, what determines that?
by dosbox-gamer
Wed Aug 05, 2009 4:06 pm
Forum: Shipyards
Topic: score=
Replies: 14
Views: 5027

Based on what? Weapons, armor, devices, ammo, level, sovereign, what???
What controls the score literally (don't know about balance or non).
by dosbox-gamer
Wed Aug 05, 2009 2:42 pm
Forum: Shipyards
Topic: score=
Replies: 14
Views: 5027

score=

For new/mod ships (or autons ;) ), what determines the ship's score?
by dosbox-gamer
Thu Jul 09, 2009 12:18 am
Forum: Commonwealth
Topic: Device damage...
Replies: 7
Views: 4250

Enhance weapons as soon as you can, as much as you can. Disruptor damage seems to come in 10% increments, so a cannon +30% will get damaged down to +20%. Certain specialty items (longzhu spheres, for one) can be used to repair some items. Some low-level items can substitute for harder-to-find higher...