Search found 33 matches

by e_____e
Mon Oct 22, 2007 4:46 am
Forum: Shipyards
Topic: New mod - allows you to switch sovereigns
Replies: 20
Views: 10591

<!-- Station: Deviant Base --> <StationType UNID="&stDeviantBase;" name= "Deviant Base" sovereign= "&svDeviant;" abandonedScreen= "&dsAbandonedStation;" dockScreen= "Main" dockingPorts= "8" canAttack= "true" multiHull= "true" armorID= "&itCollectivePlate;" maxHitPoints= "500" hitPoints= "500" fireR...
by e_____e
Mon Oct 22, 2007 3:35 am
Forum: Shipyards
Topic: Station help.
Replies: 4
Views: 2988

Thanks.
by e_____e
Sun Oct 21, 2007 8:26 pm
Forum: Shipyards
Topic: New mod - allows you to switch sovereigns
Replies: 20
Views: 10591

From my mod: (copy into Notepad first) It's very incomplete, but I'm hoping it'll give you the idea of how dockscreens work. <StationType UNID="&stDeviantBase;" name= "Deviant Base" sovereign= "&svDeviant;" abandonedScreen= "&dsAbandonedStation;" dockScreen= "Main" dockingPorts= "8" canAttack= "true...
by e_____e
Sun Oct 21, 2007 7:41 pm
Forum: Shipyards
Topic: Station help.
Replies: 4
Views: 2988

Station help.

Well, I've been wondering if it's possible to have different shops in one station. In the station I'm making, I want a weapons shop, a defenses shop, a technology shop, and a general shop, but I don't know if that's possible. (setq gShowCriteria "*") It has something to do with that, but I'm not sur...
by e_____e
Sun Oct 21, 2007 6:10 pm
Forum: Shipyards
Topic: New mod - allows you to switch sovereigns
Replies: 20
Views: 10591

Once you understand the code, it's pretty simple, though I admit I had some trouble with them at first.
by e_____e
Sun Oct 21, 2007 5:27 am
Forum: Shipyards
Topic: New mod - allows you to switch sovereigns
Replies: 20
Views: 10591

No. To do that in an extension would require me to override all the stations defined in the source XML by redefining them in an extension, and that would take a lot of work. You aren't supposed to be able to dock at enemy stations, so when you do so, you get to loot it, regardless of whether the sta...
by e_____e
Sun Oct 21, 2007 12:26 am
Forum: Shipyards
Topic: New mod - allows you to switch sovereigns
Replies: 20
Views: 10591

Well..

Can't really make them all un-dockable, can I?
by e_____e
Sat Oct 20, 2007 8:15 pm
Forum: Shipyards
Topic: New mod - allows you to switch sovereigns
Replies: 20
Views: 10591

Periculi wrote:Interesting idea. Simple too- looking at the mod script- wish that would work for Player Ships as easily. Or could it?
Edit: I think I understand: you just need to add an OnCreate tag to a ship.
by e_____e
Sat Oct 20, 2007 7:38 pm
Forum: Shipyards
Topic: UNID Database
Replies: 564
Views: 407074

I'd also like to register 0xD107.
by e_____e
Sat Oct 20, 2007 7:38 pm
Forum: Shipyards
Topic: New mod - allows you to switch sovereigns
Replies: 20
Views: 10591

New mod - allows you to switch sovereigns

http://xelerus.unrealcrystal.com/index.php?s=mod&id=40 For example, if you use an ares imitation ROM, you become a member of the Ares Orthodoxy and an enemy of the Commonwealth. A normal imitation ROM will return you to normal, but if you don't have one on hand, a commonwealth imitation ROM will do ...
by e_____e
Sat Oct 13, 2007 7:09 pm
Forum: Shipyards
Topic: UNID Database
Replies: 564
Views: 407074

0xD106 - e_____e
by e_____e
Fri Oct 12, 2007 11:50 pm
Forum: Ideas & Suggestions
Topic: Enjoyable Basecracking
Replies: 19
Views: 9571

Bump. I made some shield generators (in my mod on Xelerus). They're simply orbitals at a distance of 5 light-seconds from the station, and their only weapon is an area weapon with a color of #000000, a fire rate of 5, and a lifetime of 7. The weapon fire from you is nullified by the "shield", but it...
by e_____e
Fri Oct 12, 2007 11:12 pm
Forum: Shipyards
Topic: Collective mod (Alpha): Updated.
Replies: 11
Views: 5742

Okay, I decided to drop the whole weapon and recreate it from scratch. You'll be seeing my mod up on Xelerus soon.
by e_____e
Fri Oct 12, 2007 9:51 pm
Forum: Shipyards
Topic: Collective mod (Alpha): Updated.
Replies: 11
Views: 5742

dvlenk6 wrote:Try putting your image tag inside the existing <Images>... of transcendence.xml
Don't include your own <Images ...> tags
Then put the new image files into the resources folder.
If you make a folder named Resources, you have to put the rest of the source images in there.
by e_____e
Fri Oct 12, 2007 9:15 pm
Forum: Shipyards
Topic: Collective mod (Alpha): Updated.
Replies: 11
Views: 5742

I tried putting that code after the TranscendenceUniverse tag, after the image listing, and before the module listing; it still doesn't work.