Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cpt.Ohu

#106
Currently some change in the reservation is preventing more than one pawn interacting. It's annoying, I know, and I'm on it.

As a general info: if you don't like aerial raids, delete the incident folder ins Defs. In the next update I'll out the spawn point a bit further away from your  Base center.
#107
Quote from: s44yuritch on June 24, 2017, 07:29:13 AM
Is there a way to rotate a ship 90 degrees after it's already built? I tried using the usual building rotation buttons when selecting a landing spot, and they don't seem to work.

There's no such option yet.

Quote from: Wraithling on June 26, 2017, 07:23:03 AM
3 enemy drop ships entered into my base, I defeated the raiders, then proceeded to deconstruct all 3 ships.

No problem with first ship. But second and third ships left behind the ship texture.

That may be linked to the error where ships get duplicated. I'm currently trying to fix this.

Quote from: Nord on June 26, 2017, 08:49:46 AM
Any way to remove landing sites which i dont need anymore? Looks like some of them expiring and some not.

I've introduced an option to forcefully remove the world object for the next patch.

Quote from: Austintrollinski on June 25, 2017, 07:57:43 PM
will there be a patch to not let raiders use the drop ships

Maybe I'll include an option in the mod settings.
#108
In theory I'm not touching on vanilla stuff a lot. Someone managed to get this mod and the Cthulu mod together. There are certainly imcompabilities and stuff I didn't specifically check for, but other than that many mods should run  normal.

Thank you for your support, and I hope I didn't come off too harsh.
#109
Might be I put increased the probability of them too much. I'll nerf the chances for it to happen.
#110
Quote from: AngleWyrm on June 22, 2017, 05:04:25 PM
Quote from: shark510 on June 22, 2017, 10:00:23 AM
Also found bug, raiding village by drop at edge or center will duplicate ship (sometimes twice) making one ship to land at map edge and ghost one exactly at enemy base.

I recently saw the same thing while starting a new game with the Map Re-roll mod. When I re-rolled the starting map, I wound up with two dropships and a set of cloned colonists.

Where were the dropships before? On the same map, traveling on the world map and landing? I haven't yet managed to replicate this.

Did you start the map with the "Start with Ship" Scenario Part?

Quote from: Nord on June 23, 2017, 08:46:59 AM
Quote from: Cpt.Ohu on June 22, 2017, 01:26:34 PM
Can you please tell me the exact steps you took for that to happen? Did you start from a landed ship (world map object) or from a map?

Quote from: Diedel on June 22, 2017, 11:06:05 AM
When i tried to get to the peace talks (Recon And Discovery) it said on landing that i can't settle here as a world object is already present.

Well, this check ensures that you cannot settle on an existing faction base. There aren't any checks in yet for other objects that may contain a map.
Can we humbly beg you about compatibility patch?

I can take a look, however I'm not sure it's feasible to put out a dozen compability patches for each possible mod that adds visitable world objects. When in doubt, land next to it, put up a guardian for the ship and walk over by foot.
#111
Update



I've put up an initial release for A17. The examples remain for A16, however barring some basic XML differences, everything else remained the same.
#112
Can you please tell me the exact steps you took for that to happen? Did you start from a landed ship (world map object) or from a map?

Quote from: Diedel on June 22, 2017, 11:06:05 AM
When i tried to get to the peace talks (Recon And Discovery) it said on landing that i can't settle here as a world object is already present.

Well, this check ensures that you cannot settle on an existing faction base. There aren't any checks in yet for other objects that may contain a map.
#113
Indeed. The current update was just about making the mod playable again. The quest map is a new object that my dropships don't recognise at the moment. Shouldn't be too difficult to fix though.

The stuff about loading is more tricky I fear. I'll look into it.
#114
If you read the thread, you can see this topic being brought up several times.

To recap: Not a fan of modularisation, at least in this case. Mainly because it would increase the workload even more. There is a sort of base section that everything else depends on, and it's probably the most intrusive part. Resolving that dependency would result in just another weapon/armor/Faction mod, and I won't be doing that. Keeping the dependency would require to check for every possible combination.

There are already "modules" that came from the mod, starting with the original AlienRaces, FactionColors and Dropships. These were designed as separate helpers. Can't say the same for the rest.

Recently Jecrell, the creator of the Cthulu mods, offered to help out on this project. He wants to do some modularisation, and hopefully we find a way that works for the betterment of the mod, not its cannibalisation. Probably more of a turn-off option rather than a separate mod file.
#115
Looks like both bugs are connected. All pawns should disembark normally now, even on new tiles.
#116
Update



I've put up an initial release for A17. There may still be some bugs in there, but they'll be ironed out in time. Have fun dominating the RW airspace once again.
#117
Well, bad news. The changes to essential elements in the core assembly require extensive rewriting of my own code. So, release of an A17 version will have to wait.
#118
Quote from: Wishmaster on June 12, 2017, 12:13:34 PM
Btw yours can walk to right ?
LandedShip : Caravan

Now I'm thinking about reworking a lot of my code. Perhaps use some of your code (with your permission) ?

Nope, my ships won't move. You can click all you want. Take a look at the Harmony patches to see how to do it.

I assembled so many new classes because the droppod-system was too limited in my opinion for what I wanted to do. It you really want to you can take a look at it and adjust it to your needs though.
#119
Quote from: SpaceDorf on June 12, 2017, 05:41:04 AM
This System would be more useful and not as OP as Cpt. OhU's Freight Ship.
I can still nerf the sh** out my ships if it helps balance. Though what aspects are that OP if you take into account high build costs and fuel consumption ?

@Wishmaster: Feel free to rummage around and ask if questions arise.
#120
Well, by freighters I of course meant things like planes, not the actual spaceship.