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Messages - loudent

#31
Mods / Re: Pinkeh's Workshop
April 27, 2015, 12:28:50 PM
EDIT: Content removed
#32
Ideas and suggestions / Can we get a blank Icon
April 27, 2015, 08:42:34 AM
This isn't exactly high priority but when I make items or hulls I sometimes make my own icons.
Usually I take an existing one and copy-paste areas of the blue over the while and then do a blur to kind of blend it in, but close inspection usually reveals there is some shenanigans.

Would it be possible to get an blank icon with just the blue background for us to use in making our own icons for our mods.
#33
Ideas and suggestions / Re: Asteroids
April 26, 2015, 08:26:28 PM
Quote from: MenschMaschine on April 26, 2015, 08:01:39 PM
So in one run through that system, i already make 64000d.

So I don't want to dismiss what you're saying but if the idea is that it's too easy to get money than trading needs to get fixed first.

Without leaving your faction space you can sometimes earn that in 30 seconds (well, I exaggerate, but not by much).

I think what we need is a better money sink. Something renewable that we need to keep buying. Perhaps fuel needs to be more expensive or something.

I was so flush with money that I just uploaded a new equipment pack with advanced ship equipment with starting prices around 150k and I think the most expense if 300k. that should give you something to work toward :)
#34
Mods / MOD: Advanced Equipment Pack
April 26, 2015, 08:21:42 PM

Title:
Title: Advanced Equipment Pack
Author(s): Loudent
Description: Contains a pack of advanced equipment (shields, engines, thrusters, rcs, radar, generators)
Mod version: 1.1.0
Game version: 1.2.9
Game mode: Any
Available on the steam workshop or from nexus at: http://www.nexusmods.com/voidexpanse/mods/14/? (http://www.nexusmods.com/voidexpanse/mods/14/?)

this mod contains advanced ship equipment that is better than the stock versions. However, the cost is orders of magnitude higher. Contains 2 new engines,2 new shields, 2 new energy generators, 1 new RCS, 1 new radar and 1 new fuel tank.

I made this mode after maximizing all the equipment in my ship and realizing I had plenty of cash to burn. This mod contains better equipment than stock but the starting lowest price of anything is 100-150k. You might go broke just buying one of these.

cheers,
-Loudent
#35
Ideas and suggestions / Re: Mining probe
April 26, 2015, 02:55:48 PM
Quote from: sandbags on April 26, 2015, 12:05:17 PM
I've been searching for that really expensive ore for ages and found none.

It occurred to me that it would be great to be able to dispatch mining probes to sample the asteroids in far off systems.

With appropriate caveats about how long it might take, how much of any system one probe might sample, probes breaking down or getting destroyed, etc...

If the tech level/and and aggression level of a system is at or above 50 then there are usually a couple second tier asteroids, if they're both above 50 and it's not faction owned space then you usually have one or two tier 3 asteroids (from my limited experience).

I used to actively seek them out before I realized that it's rarely worth the trip. Money is a little too easy to get. My next game I might go with a lose everything play through since that seems like it might be the only limiting factor
#36
Thanks, that makes sense. I was thinking the same thing but it appears that there are some offsets greater than 1 (-1.142 in the case of one). Not sure how that fits in.
#37
Hey All,

I'm trying to make sense of the position values for weapon slot on ships. there are positive and negative values so I can only assume 0,0 is the center? But what do the values represent? Most of the values are less than 1 so I though perhaps it was percentage of distance from center but there some values over 1 so that doesn't make sense.

Looking at the Stingray MK2 where the third weapon slot is along the center line I see the second value (usually Y) is 0.0 so I'm assuming the ships are oriented point left or right rather than up or down.

There's scale factor so perhaps the values are a vector and you multiply the scale.

anyone able to shed some light on this?

Thanks,
-Loudent
#38
Quote from: jeeplaw on April 24, 2015, 07:54:12 AM
It is a pity..or, you can have reverse scanning done..ie- you as the player can get scanned by other ships and if it's contraband...you can pay, give up the goods, or a fight will start.

True, of course we'd have to create contraband...hmm...should  be simple enough.

Although ai_enabled had a good  idea. I could simply generate goods on a freighter that didn't have any. The act of scanning them would create goods. I could then adapt my player jettison goods on death code to apply to NPCs. Of course that means that sometimes you'd get two creates.....perhaps there is a way to disable the chance to spawn chest on death.

All things to look at
#39
Quote from: ai_enabled on April 24, 2015, 01:48:32 AM
Currently there are no such event. We could add it in the future versions.
You can workaround it by spawning some cargo when you see that there are no cargo in the NPCs inventory.
Regards!

That is actually an interesting idea.
#40
Not sure how the code works but I'm looking for an event when a ship is "Created". For Example, when it exits a station or is created in the first place.

I'd like a way to add cargo to freighters and miners so they're not flying around with nothing in the cargo.
#41
I see, so my ship scanner is not useful for anything except MP. hmm...pity
#42
So, I'm working on a ship scanner mod and aside from the issue that pirates don't count as ships, there doesn't appear to be any cargo on the ships (I've been scanning miners and freighters).

So, to test this I kill them thinking that maybe the ships I've been scanning just don't have any cargo. However, the last one scanned with nothing but when I killed him there was some cargo to pick up.

Is the cargo generated randomly from a drop list? If so, is it possible to generate the cargo when the NPC is created  and drop it from their inventory on death?

#43
So I have a device that activates on the targeting reticule. I have target set to 3 and filter set to ship. It appears I can do this just fine on freighters and miners (green indicators) but when I try it on pirate ships (red indicator) it says that I must target type "ship"

-Loudent
#44
So I have a test server I use to tests out some mods and I need to have the ability to add items and stuff. I can do this in sp but I need to be an admin in the server. How do I do this?

EDIT: NM, I can do it via the console
#45
Mods / Re: tools for modding?
April 23, 2015, 02:06:55 PM
Quote from: jeeplaw on April 23, 2015, 01:24:35 PM
I think it would be extremely beneficial if AT could release a mod editor that would enable simple functions like: add unique npc, add faction, add item, etc and have that utility affect the required xmls. It's really a pain in the ass to add things like npc's and factions in and troubleshoot to make sure you got all the required xml's updated :D

Considering the opportunity cost that creating such an editor would run, I'm not sure it would actually be beneficial in the long run . I believe their focus is on a content pack to, hopefully, increase the popularity of the game. Stopping that to create a mod editor might mean they have to stop working on the game entirely and move on to other projects.

Of course, what you're asking for doesn't have to be developed by ATS, there's nothing preventing a third party from creating it.