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Messages - jeeplaw

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16
Game discussion / Re: Whither time?
« on: April 19, 2015, 08:20:47 am »
Interesting..and this is where I have an issue with modding versus understanding what' s on the roadmap because if I start putting time elements into the system variables and the dev team at AT is working on their own real-time (near time) trade system, i would have wasted a ton of effort

17
In the header of the file, do you have any USING or INCLUDE statements?

18
Loudent, I use that same collision.js file in my mod as well. If you want to post the code up I can take a stab at it, It might be a variable issue as it was for me.

19
Awesome, so I think where he's going with that request is to include some kind of ship scanner? That way you can scan merchants for illegal trade activity and hunt them down and get bounties? I like it! ;)

20
Modding info / Re: Modders: In Here - All Hands on Deck!
« on: April 15, 2015, 08:10:17 am »
lol, i think i missed something you said..you're working on a crafting system? Go you! lol. I was going to look into it, but the guys at AT said that it's roadmapped and I didn't want to duplicate efforts there. Once they release their crafting engine, I'd like to see what it does before i tear it apart :D

In terms of "Ship of the Line" type ships, I think dropped blueprints to be redeemed for hulls is an awesome idea. And this is one off stuff that would prove to give great reward AND longer life to the game.

Right now I'm sort of focused on adding meaningful background noise to the game world to give more flavor to the game. Traders being attacked sending out distress signals, that sort of thing. I've added in a new faction called CyberDyne and I need to flesh out some missions for them as well.

21
Modding info / Re: On-Board Messagesystem
« on: April 15, 2015, 08:04:51 am »
I have the notification working in one of my beta mods. This is the code i use:
var playerName = game.GetShipOwner(args.caster_id);
var faction = relations.GetShipFaction(args.ship_id);       
      
    if (faction == "pirates" && ship.HasCargoAmount(args.caster_id, "goods_license", 1))
    {
        game.SendNotification(playerName, "Nice Kill!", "Score one for the good guys! Here is your licensed reward money and exp");
      player.AddMoney(playerName, totalReward);
      player.AddExperience(playerName, totalRewardexp);
      
      
    }

22
Modding info / Re: Modders: In Here - All Hands on Deck!
« on: April 14, 2015, 05:09:27 am »
Wow, from an asset perspective, it looks like you're all in! I think you're right on the rebalance btw. My focus right now isn't so much the math or the items in game as such, but instead what's NOT in the game :)

23
Mods / Re: Breaching the Core Full Mod Discussion
« on: April 14, 2015, 05:07:25 am »
I like the icon, but it's too jaggy in terms of resolution. Can you post a higher resolution icon?

24
Modding info / Re: Modders: In Here - All Hands on Deck!
« on: April 13, 2015, 12:00:00 pm »
:D Na, I was just following the theme of the game  :P

Besides BTC, what other features or functions are you going forward with?

25
Guys, which file engages the loading of a saved game? Id like a custom sound file to play when that occurs. Thanks

26
Modding info / Modders: In Here - All Hands on Deck!
« on: April 13, 2015, 10:08:25 am »
For those who are currently modding, i think some of you have come to the realization that we can pretty much do almost anything by modding the game. At least thats hiw i feel.That being said, as a community, i dont think it would do us any good developing out a mod or mods that overlap each other.

So, if youre working on something post it up! It can be small, like my License to Kill mod which introduces kill pirate licenses to something as big as the BTC mod. Either way, we can also learn from each other. Took me forever to learn ehich files to edit to put a new faction in [CyberDyne ftw!] But it works..finally!

So what i have is

1] License to Kill mod : completed, waiting for release. Earn extra creds and exp for killing pirates.


2] CyberDyne factoon Mod : WiP. Faction is in, sectors are in, not sure if ships have spawned yet.
-- no quests yet, no unique npcs yet, no unique ships yet

3] Dynamic quest bulletin board : WiP. Shooting for something like Mechwarrior 2 quest assignments



27
General Discussions / Re: Is VoidExpanse Successful on Steam So Far?
« on: April 10, 2015, 09:24:48 pm »
True, it could be underselling, thus NOT meeting your expectations.. new game though, hang in there!

28
That's a fantastic idea. I don't want to go down the mod development path of recreating drones and point defense systems if the actual devs are doing it concurrently.

29
Ideas and suggestions / Re: A Small Suggestion...
« on: April 10, 2015, 08:12:47 am »
I'm sort of getting hands wrapped around the code to help effectuate this request. I'm thinking drones are either going to be..

1) on a timer cooldown, much like a booster or consumable..so that if I had a point defense drone, I need to activate it going into battle. Plus in my mind drones are going to be itty bitty small...and revolving in a circle orbit around the players ship. I don't think there will be much of a fps hit if it goes this way. This point defense drone will fire a lazer level one and have (depending on level of drone) a high percentage to miss. Don't want to make it auto kill everything. Just incoming projectiles.

I really really need to deep dive into the code to figure that out. But I think it's doable.

2) Always on. No power consumed, but just rotating around your ship if you own it in inventory. Not sure how feasible it is..still like my consumable idea where it's on for a limited amount of time until you build up enough energy to activate it again.


30
General Discussions / Is VoidExpanse Successful on Steam So Far?
« on: April 10, 2015, 07:42:59 am »
Hi guys,
Any kind of feedback for sales yet? Just curious if it's meeting or has exceeded your expectations?

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