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Re: AE R&D - What is new? What can we do now?
Posted: Wed Apr 30, 2014 8:09 pm
by Russian Rockman
YEAH!!! Hopefully they will fix the drones firing at explosions of projectiles issue too. That is an issue right now in Captains Edition.
Re: AE R&D - What is new? What can we do now?
Posted: Sat May 24, 2014 7:51 am
by NewAgeOfPower
Can't seem to make 0x0 rooms work no matter what I try.
The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
Re: AE R&D - What is new? What can we do now?
Posted: Sat May 24, 2014 8:07 am
by R4V3-0N
NewAgeOfPower wrote:Can't seem to make 0x0 rooms work no matter what I try.
The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
Random guess, but is putting a room off screen able to produce a similar result?
Re: AE R&D - What is new? What can we do now?
Posted: Sat May 24, 2014 10:46 am
by dalolorn
R4V3-0N wrote:NewAgeOfPower wrote:Can't seem to make 0x0 rooms work no matter what I try.
The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
Random guess, but is putting a room off screen able to produce a similar result?
Unlikely, but not inconceivable. Try it.

Re: AE R&D - What is new? What can we do now?
Posted: Sat May 24, 2014 11:20 am
by Russian Rockman
R4V3-0N wrote:NewAgeOfPower wrote:Can't seem to make 0x0 rooms work no matter what I try.
The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
Random guess, but is putting a room off screen able to produce a similar result?
No, drones will still fire at rooms that are off screen... However! Kartoflane tried putting rooms on top of another room to make them invincible. I haven't tested it myself, but maybe it will work???

Re: AE R&D - What is new? What can we do now?
Posted: Sat May 24, 2014 11:49 am
by kartoFlane
Yup, 0x0 crash the game since AE came on. The alternative is to put two rooms of equal size on top of each other.
Re: AE R&D - What is new? What can we do now?
Posted: Sat May 24, 2014 12:34 pm
by Sleeper Service
So systems can still be made invincible? Good to know. I guess it's harder to telegraph to the player which system is invincible now, as they will always be placed normally within rooms. On player ships we could telegraph that with fancy room images I guess, but invincible systems on enemies can't really stick out.

Re: AE R&D - What is new? What can we do now?
Posted: Sat May 24, 2014 12:53 pm
by kartoFlane
I think you can still place them on "walls", like you have done in CE. You just have to position the rooms so that they overlap correctly.
Re: AE R&D - What is new? What can we do now?
Posted: Mon May 26, 2014 12:41 am
by Sleeper Service
Ah I see, did not consider that.
On a different note: I did some quick testing on modifying the "reactor" system with the usual event tags ("divide", "limit", "loss", "clear".) This might actually been working before AE already, but it looks like it just surfaced as a possibility now. Here are the results:
(all this concerns system="reactor")
- "divide", "limit", "loss" and "clear" all take the expected effects on player and enemy ships alike
- "divide", "limit" and "loss" seem to take no effect in ion storms
- "clear" can actually restore power for ships in ion storms (much like it can also restore sensors in regular nebula)
- lowering player or enemy reactor power too much (=0? <0?) causes crashes the moment it is done
Re: AE R&D - What is new? What can we do now?
Posted: Mon May 26, 2014 3:24 am
by Russian Rockman
Sleeper Service wrote:Ah I see, did not consider that.
On a different note: I did some quick testing on modifying the "reactor" system with the usual event tags ("divide", "limit", "loss", "clear".) This might actually been working before AE already, but it looks like it just surfaced as a possibility now. Here are the results:
(all this concerns system="reactor")
- "divide", "limit", "loss" and "clear" all take the expected effects on player and enemy ships alike
- "divide", "limit" and "loss" seem to take no effect in ion storms
- "clear" can actually restore power for ships in ion storms (much like it can also restore sensors in regular nebula)
- lowering player or enemy reactor power too much (=0? <0?) causes crashes the moment it is done
HELL YEAH!!!!! YOU,
and I, are geniuses! I can see multiple event possibilities and maybe some new augments coming out of that find! Can't wait.
