Search found 569 matches
- Sun Jan 16, 2022 9:39 am
- Forum: Ideas & Suggestions
- Topic: Ships densities seem low
- Replies: 3
- Views: 16128
Re: Ships densities seem low
Quote from George here : Many ships have incorrect masses, I definitely agree. I'm updating the masses on an ad hoc basis. The relevant metric is that, on average, ships mass 0.04 tons per cubic meter (which assumes lots of empty space and very light-weight materials). I agree this seems implausibly...
- Wed Jan 12, 2022 7:33 am
- Forum: Commonwealth
- Topic: Bellfruit rotted instantly?
- Replies: 4
- Views: 14981
Re: Bellfruit rotted instantly?
They can ripen and rot while they're in the station's inventory. It periodically spawns more if it's low until the player has bought a certain amount. So if you buy them ripe, you may have very little time before they rot. If they're fresh, you have at least a bit of time to take them to another sta...
- Mon Oct 04, 2021 1:34 am
- Forum: Commonwealth
- Topic: CDM shard, not useable at all?
- Replies: 1
- Views: 11505
Re: CDM shard, not useable at all?
I think I disabled talking to the shard in one of my pull requests because it was never really implemented. You could enter text, but it would always respond with something like "I don't understand". Using the shard and invoking powers is working fine for me though. Note that overload requires a tar...
- Tue Jul 13, 2021 11:38 pm
- Forum: Shipyards
- Topic: language/plurals code help please
- Replies: 5
- Views: 18033
Re: language/plurals code help please
You could also do that and use (fmtNoun (typTranslate gType nounID) quantity flags), substituting that for a wildcard in the phrase. Flags can be 8 for "a ship"/ "2 ships" or 0x1000 for "1 ship"/ "2 ships".
- Mon Jul 05, 2021 1:05 pm
- Forum: Shipyards
- Topic: language/plurals code help please
- Replies: 5
- Views: 18033
Re: language/plurals code help please
Have separate texts for singular and plural. The code that sets the description selects which one to translate.
- Mon Apr 26, 2021 2:16 pm
- Forum: Shipyards
- Topic: Transcendence.exe for the current git version
- Replies: 2
- Views: 13246
Re: Transcendence.exe for the current git version
https://www.filehosting.org/file/details/938145/Transcendence.zip But changes to the data files often come with changes to the engine, so if you really want to play the latest dev version, I'd recommend learning to build it yourself: https://forums.kronosaur.com/viewtopic.php?f=51&t=5000&p=78256#p7...
- Wed Apr 21, 2021 3:57 am
- Forum: New Developers
- Topic: Successful build!!
- Replies: 6
- Views: 42111
Re: Successful build!!
Updating again April 20, 2021 since VS 2019 is now required. First, you'll need Visual Studio Community 2019, available for free here: https://www.visualstudio.com/downloads/ Make sure you select "Desktop Development with C++" and, in the right column, "MSVC v142 ... ". You don't need any other opti...
- Mon Apr 19, 2021 8:22 pm
- Forum: Shipyards
- Topic: Selecting EP capital ships.
- Replies: 2
- Views: 13367
Re: Selecting EP capital ships.
I don't see any good way to select ships that can give missions. In theory you could search the xml of each ship type with docking ports (and its docking screen if it uses a separate type to define it) for rpgMissionAssignment, if absolutely necessary. But would it work to just use all ships with do...
- Sun Oct 11, 2020 6:50 am
- Forum: Commonwealth
- Topic: Requests for older mods to be updated or improved
- Replies: 23
- Views: 41395
Re: Requests for older mods to be updated or improved
If it's just the saving when you accept a mission that's bothering you, you can disable mission checkpoints in settings.xml.
- Sun Jun 21, 2020 12:03 pm
- Forum: Announcements
- Topic: 1.9 Beta 1
- Replies: 12
- Views: 77314
Re: 1.9 Beta 1
I think the Multiverse and Steam versions of CC and EP should be the same, regardless of which game version you're on. Also, you can opt into the beta version on Steam under Properties -> Betas.
- Thu Apr 02, 2020 9:29 am
- Forum: Commonwealth
- Topic: [April Fools 2020] New Year, New Frontier: Transcendence 0.2.0 is Finally Here!
- Replies: 5
- Views: 28127
Re: New Year, New Frontier: Transcendence 0.2.0 is Finally Here!
Well, if this is actually a prank, you put a lot of effort into it. If it isn't, it was even more effort, but it doesn't run on my machine. (Windows 8)
- Wed Mar 18, 2020 8:06 pm
- Forum: Shipyards
- Topic: deciphering a debug log entry help please
- Replies: 3
- Views: 15407
Re: deciphering a debug log entry help please
This log entry is created by CSingleShip::CreateShip when CSystem::CreateShip returns an error. Unfortunately, it doesn't specify which error, so I don't know what's going wrong.
- Sat Feb 01, 2020 2:51 am
- Forum: Shipyards
- Topic: Device slots and slot ID
- Replies: 3
- Views: 17292
Re: Device slots and slot ID
I created a new ticket: https://ministry.kronosaur.com/record.hexm?id=89238
- Sat Feb 01, 2020 2:25 am
- Forum: Shipyards
- Topic: thrust and thrustRatio explanation please
- Replies: 3
- Views: 16020
Re: thrust and thrustRatio explanation please
You mean 2 MW, not 0.2.
- Sun Jan 19, 2020 4:24 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 55342
Re: Trouble with getting mods to work
It shouldn't be a problem for more than one mod to define the same type. I think the one with the highest UNID will be loaded last and overwrite the other(s).