Search found 88 matches
- Thu Nov 11, 2010 7:01 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16829
Are you saying these are already in your mod? Cool... (sorry, have not tried it yet). Way to go :) These and a lot more. This is just the weapons roadmap. There are also launchers+ordnance, devices, ore, misc/useables and new weapon sounds. I've just uploaded version 00.6, now with a mechanic for c...
- Wed Nov 10, 2010 9:08 am
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16829
The rows are just labeled by the general group they mostly contain, to keep things tidier. For instance, the weapon rows go: Laser Kinetic Blast Particle Ion Thermo Plasma Positron / antimatter But some 'groups' have fewer than ten members so there is some mixing. Likewise for the shields. The actua...
- Tue Nov 09, 2010 3:02 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16829
Is spawning stations really a big issue? It currently is, for me. As I've planned to put a StelliFer lab in whichever system is before Charon. Since that is up to chance I think it's best to add another topology link as in my last game it was Rigel > Charon. And I don't want to mess with Rigel (and...
- Mon Nov 08, 2010 7:05 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16829
I put a SF~ prefix on all my files for easier handling in the filesystem. I've only recently discovered that the base XMLs need not be in the Extensions\ folder, but can also be in a subdirectory. Maybe I'll switch to that scheme. As I've still not managed to get the quests done due to my regular jo...
- Mon Nov 08, 2010 6:31 pm
- Forum: Shipyards
- Topic: tev 9 effect (weapon fire) for true space 7
- Replies: 1
- Views: 1295
TeV9 blasts are generated in-game as per the beamtype ="heavyblaster" attribute in the wapon definition. I'd either make a spotlight shining on an elongated transparent green cone and set another rod in the cone whose material luminosity is set to high (so it's bright regardless of scenery lights) ....
- Mon Nov 08, 2010 6:21 pm
- Forum: Commonwealth
- Topic: Q: Fusionfire howitzer manufactured by NAMI?
- Replies: 4
- Views: 2547
OK, got it. So canon-wise it's best left as a separate icon and some beat-up antiquated design, (like the Class V shield, or Bolide laser blaster should be). I've tested it and game-wise there's not much negative impact for the player if I label it Makayev instead of NAMI (as it only reduces the cha...
- Mon Nov 08, 2010 6:10 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion: ammo type displayed as attribute
- Replies: 2
- Views: 2005
Actually, I'm not a big ammo fan. I like having everything abstracted by the all-present energy gauge; not worrying if my clip is nearly empty. My primary reason for this suggestion was to be able to identify which ammo is needed when, for instance, a new player gets his first Cnydocist cannon, but ...
- Fri Nov 05, 2010 9:40 am
- Forum: Commonwealth
- Topic: Q: Fusionfire howitzer manufactured by NAMI?
- Replies: 4
- Views: 2547
Q: Fusionfire howitzer manufactured by NAMI?
How come it's manufactured by NAMI (who deal mostly with kinetics and missiles)? It's not the only thermal weapon by NAMI, but is the only Howitzer. And Makayev is the manufacturer of Mark I, III and V (the other thermo howitzer) and various blast weapons. Could the reason be so that the Makayev fac...
- Sat Oct 30, 2010 12:01 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion: ammo type displayed as attribute
- Replies: 2
- Views: 2005
Suggestion: ammo type displayed as attribute
It would be nice if the required ammo for weapons such as the Akan or Cnydocist cannon were displayed in the same line as the power requirements (in MW) and the station damage and mining attribute. Ammo type could be pulled from the AmmoID line and just listed in the end. Weapons that support more t...
- Tue Oct 26, 2010 3:46 pm
- Forum: Modding Reference
- Topic: Station Creation
- Replies: 3
- Views: 3868
- Thu Oct 14, 2010 7:33 pm
- Forum: MOTM archives
- Topic: Mod of the Month - Sept-Oct 2010
- Replies: 42
- Views: 50314
- Thu Oct 14, 2010 6:30 pm
- Forum: Ideas & Suggestions
- Topic: few ideas
- Replies: 15
- Views: 8899
I second 1. and suggest the use of Home / End keys (perhaps easier to implement than mousewheel support). And I'm against destroying stations as (once you get rid of Salvagers, or wait for them to visit once) they are indispensable as indestructible limitless Stashes. Unless it's a player only abili...
- Thu Oct 14, 2010 12:50 pm
- Forum: Ideas & Suggestions
- Topic: In-Game MP3 Player
- Replies: 3
- Views: 2091
- Thu Oct 14, 2010 12:35 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16829
Yes, but in the end I've made a new sound for blue lasers, so the X-laser is separate from the StelliFer xml and resources. BTW, is there any reason people put their SFX/GFX in the \Resources subfolder? Does the physical file location matter to Transcendence? I thought the \Resources was only used i...
- Mon Oct 11, 2010 3:32 pm
- Forum: The Drawing Board
- Topic: [MOD] StelliFer Laboratories
- Replies: 28
- Views: 16829
Thanks. Actually, the lasers are just temporary. The kinetics I think I'll keep and I'm currently just mapping out weapon types that should receive their own icon, sometime in the distant future. I'm doing a no-backtrack with the Indigo as I currently don't have time for much else. When I thought of...