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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sat Mar 26, 2016 4:47 pm
by Braxbro
Does Crystal Vengeance break the terms of the Pacifism Run achievement?

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sun Mar 27, 2016 1:30 pm
by Biohazard063
Here's a quick question.

Recently tried an experiment with a ship.
Changed things around so it only has 2 weapon slots.
Apparently that causes the "autofire" fire button to disappear and apparently the shortcut stops working as well. The shortcuts to make 1 weapon autofire still works though.
Anyway to fix this? I'd rather not give the ship another weapon slot for this.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sun Mar 27, 2016 2:55 pm
by Gencool
I havn't tried this myself, maybe check if there's an autofire button .png for the two-space slot? If not, trying duplicating the one from 3 spaces and renaming it.
(if you have trouble finding them, iirc the images are in the /img folder, not a sub-directory)
(this is 100% speculation as I'm at work so can't even verify if the files exist or not)

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sun Mar 27, 2016 3:53 pm
by Braxbro
Gencool wrote:I havn't tried this myself, maybe check if there's an autofire button .png for the two-space slot? If not, trying duplicating the one from 3 spaces and renaming it.
(if you have trouble finding them, iirc the images are in the /img folder, not a sub-directory)
(this is 100% speculation as I'm at work so can't even verify if the files exist or not)
It is because, I believe, that the game is falling back on the drone system's two slot stuff because the weapons don't have it.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sun Mar 27, 2016 4:10 pm
by Gencool
Sorry, i'm fairly sure that isn't the case, because otherwise the graphics it used would say 'Drones', not 'Weapons'

My bet? Either the button was dropped because the Ui was too small to include the full word 'autofire' on the button, or any ships with 2 weapons were dropped before the autofire button was introduce.

If the game was attempting to call a button into existence, and there was no image, there'd likely be a black box or a missing asset error, but it's worth a shot anyways.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Mar 29, 2016 2:37 pm
by fdagpigj
1. How does a heal bomb know it shouldn't heal enemy crew? Is it hardcoded that negative damage will only affect your crew? If so, does that only apply to persDamage or also normal damage?
2. Do the <locked> tag, which appears on bombs, ion weapons, and drones, and the <bp> tag, which appears on most blueprints, do absolutely nothing (in which case, why the heck are they still on post-AE content?)?
3. What factors (that we can change) affect enemy generation? In particular, how do they pick the weapons/drones - does it go by the same rarity as stores?
4. Does any of the stuff in nameEvents.xml work? After a bit of searching here on the forums it sounds like you can test for the amount of crew of a specific race with something along the lines of <choice req="engi" lvl="2"> with the lvl defining how many crew you need. Can anyone confirm, and if it's true, is there any way to test for total number of crew (of all races)?

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Mar 29, 2016 6:24 pm
by kartoFlane
1. Hardcoded. Negative damage will still heal enemy ships IIRC
2. They're unused, leftover from back when the devs planned to have an in-game ship builder. Since it's a hassle to remove tags that have no effect whatsoever, they were left behind.
3. --
4. Most of it doesn't work, same story as the <bp> tag. I think it is possible to test for number of crew of a specific race, but not total number of crew of all races -- could be wrong, though.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Mar 29, 2016 6:31 pm
by stylesrj
Hardcoded. Negative damage will still heal enemy ships IIRC
Unless it's persdamage. You cannot heal enemy crew no matter how hard you try (which maybe be useful in some circumstances)

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Mar 29, 2016 6:49 pm
by Biohazard063
Gencool wrote:I havn't tried this myself, maybe check if there's an autofire button .png for the two-space slot? If not, trying duplicating the one from 3 spaces and renaming it.
Finally got a chance to to look into this. There is an image for a 2 slot weapon system and it indeed doesn't have the autofire button.
On the other hand, neither do the ones for 3 and 4 slots.
So I duplicated the one for 3, renamed it to the one for two and see if that made a difference.
It did, I got the bigger bar. Unfortunately, no autofire button.
Ah well, it's not that big of a deal. 2 Weapons should be manageable right?
Thanks for the help though.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Wed Mar 30, 2016 2:03 am
by RAD-82
fdagpigj wrote: is there any way to test for total number of crew (of all races)?
You need a blueprintList containing all the races to do this.

edit: Appears I'm mistaken. Different items in a list can't be counted together. That is unfortunate.