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Messages - BeLugh

#31
Thanks for telling base values are in default effecs.   I did not check that xml yet!
#32
Btw it looks really funny when 5 npc merchants crash into each other trying to dock in where it is not possible lol
#33
Game version: 0.9.6c
Game mode: SP/MP
Bug Location:
Steps to Reproduce: Not sure if pirate ships have to get otu of the fight or have to be defeated
Reproduction Rate: i saw it already 10 times
Screenshot:
Bug Description: Turrets sometiems fire in a circle, which looks liek they try to hit themself. I guess a pirate got out of turrets range or was defeated by the turret and it still tries to hit it and the missile just steers at maximum degree and flies a circle back towards the turret. They explode a few meters before they would hit the turret.
#34
Game version: 0.9.6c
Game mode: SP/MP
Bug Location:
Steps to Reproduce: Find a business station
Reproduction Rate: Did not find a second one yet
Screenshot:
Bug Description: The upper dock does not work, even npcs try to dock there. Those merchants queue up and get stuck
#35
Patch seems to be great so far!!! (except some bugfixes which did not work)
Great work


But i already saw one old bug which i forgot to post in bugs section and a new one (which might be computer resoruce related).
#36
My favourite ship is Avalanche MK2 (heavy frigate).
When i've put all my skill point son energy weapons this was so much fun as it has 2 lvl 1 lasers and 1 lvl 2. You can strip down like 20-30 ships before you get out of fuel. And all fights take like 1-3 seconds. Don't forget to upgrade your RCS!!!
#37
As i did a remake of the ores i did not use the original ones to not confuse with the names. But even when i set the production neutral and consumption stock to 0 there are still some of them in store. When i disable those items the game will crash. When i set them to type 100 (like alien organs) it also does not work. I am just not sure for this case if the game crashed or if they appeared as normal (being stocked up) (even after removing all item_data which contains all shop stock information).
#38
Bug reports / Re: Critical fuel state does not work
August 15, 2014, 01:31:36 PM
I mean i test using my mod.... But it happeneded again in 0.9.6c and i am not modifying calculateship (it is not included in my mod, so it uses the current 0.9.6c one) , where the critical state is initalized. The state itself and the movement is not possible to be modded, so it should happen in general.
#39
Bug reports / Re: Can't create new lvl 0 skill
August 15, 2014, 11:21:41 AM
I also had some problems using my mod with 0.9.6 I had to redo my scripts for effect_definitions_mining , as well as my rescripted quests (whole topics folder)
I was guessing some other fiels corrupted the load as well but if im right that were the only ones i needed to fix
#40
ship.GetCargoAmount(int ship_id)
- returns total amount of cargo on ship and (if docked) plus amount of cargo on spacestation cargo storage.

It is the same function as fo rspecific cargo. It always retrieves 0
#41
Bug reports / Asteroids
August 14, 2014, 09:11:43 PM
What i forgot to post as bugs so far:
Game version: 0.9.5
Game mode:
Bug Location:Sp/mp
Steps to Reproduce:
Reproduction Rate: spawn asteroids for ResQ. Restart server for refill/load game
Screenshot:
Bug Description:
in CSGen.js when asteroids are created in systems there is a variable ResQ which is i guess intended to define resources in asteroid defined as percentage from normal 1= 100% 1.2=120% from normal. When you change ResQ all asteroods will still be spawned with 100% from asteroid content table.

the script for creation itself where resq is used is not modable so i cant take a look inside.

also when an asteroid is depleted and you reload the savegame or restat the server they are refilled. at first i planned for mp versions to spawn a new asteroid and remove old one from game when one is depleted. so that only in sp systems can be totally depleted. but right now its not needed as they get refilled
#42
Help section / Re: relations
August 14, 2014, 10:52:31 AM
Trading, helping out against pirates in the system even when they dont attack a base and special quests like Hellwarlord already mentioned. All these 3 should grant relation
#43
Is it possible to get the current learned level of a skill with a function? like GetSkillLevel(args.ship_id , haggling) ?
(Instead of asking for effects)

How to request the current value of cargo? cargo_capacity works well, but cargo does not seem to be an effect, so GetCurrentValue GetFinalCacheValue does not work for "cargo", or does it have a different name?
#44
Bug reports / Re: Can't create new lvl 0 skill
August 14, 2014, 12:45:43 AM
Then it needs to wait 1 day, i am not at home right now and cant access any of the xml's from here.
But the changes on the xml are exactly as i said before. just copy asteroid_mining, rename the fiel to super_mining.xml and change the id to super_mining . maybe even change effects or remove them, but i guess its not needed. And adding this xml to the mod will make it crash as it has no requirements besides level 0
#45
Bug reports / Re: Can't create new lvl 0 skill
August 13, 2014, 09:00:42 PM
Yes when you remove the skill againbthe mod will work again as well. you only need to copy a skill like asteroid_mining.xml i called it super_mining.xml and changed its id to super_mining and i removed the effects to be sure that it does not interfere with other effects. hammish did not remove effects he still used them and we both got the same error. the game hangs during loading a savegame or creating a new game. the logo starts to fade it and always crashed before the logo is completely faded in. its 100% reproducable.

i iust guess that the script creating the skill trees cant create the position for a new skill when it has no requirements. i did not realize it before hammish as i created m skill tree having all skills basing on asteroid_mining but it should still be possible to create new trees.