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Knightmarez's UfAQ thread

Posted: Tue Dec 10, 2013 6:54 am
by Knightmarez
UNFREQUENTLY ASKED QUESTION THREAD.

I can see how i was making too many threads with questions before, but it helps so much if someone already knows an answer to a really specific question.

for example.
<!-- <name>BA_LASER_HULLCRUSHER</name> (Might else get in pirate hands? Causes crashes on enemy?)-->
Is that true? does the hull crusher laser cause crashes if its on the list of enemy weapons? has this been tested?

Re: Knightmarez's UfAQ thread

Posted: Tue Dec 10, 2013 9:13 am
by dalolorn
There is a thread dedicated to questions like that already... *facedesks*

Re: Knightmarez's UfAQ thread

Posted: Tue Dec 10, 2013 10:30 am
by UltraMantis
Knightmarez wrote:...but it helps so much if someone already knows an answer to a really specific question.
That is what the search function is for. :|

Re: Knightmarez's UfAQ thread

Posted: Tue Dec 10, 2013 1:28 pm
by Metzelmax
Best. Thread. Ever.

*Posts the meaningless name of a weapon, and asks question without any Fking context what so ever.*

While we are on it:
Can you please tell me what's wrong with this?
What do you mean with you have no Idea what I am talking about? I am pointing at it, right here on my desktop!

Re: Knightmarez's UfAQ thread

Posted: Tue Dec 10, 2013 7:02 pm
by Knightmarez
1: i search for this, i couldn't find it.

2: fair enough, i didn't give enough context, its from 'autoblueprints.xml'. It's the enemy weapon lists.
The quote isn't me talking , its what i found in side the file, apparently it crashes the game? Can anyone confirm this?

C'mon gentlemen focus please.
End of the day if someone knows an answer to something super specific, and then shares the answer, it saves someone else having to do the same work twice.

Like for example, i'm wondering right now how many hitpoints you can give an enemy ship before the UI glitches, and if it glitches how far you can push it before it becomes unplayable.
someone out there probably knows a specific number, 30 perhaps? maybe 40? i dunno, so i guess i'll just go and have to test this for an hour now and find out myself....unless one of you gentlemen already know the answer to that question :)

Re: Knightmarez's UfAQ thread

Posted: Thu Dec 12, 2013 9:57 am
by R4V3-0N
1) I agree, searching does suck for me as well, anything I put down is "Sorry, you can't use "Ion" or "weapon" or -important words- because it's to frequently used/ common, not gonna search.

2) Hull crusher is a bigger hull laser or hull beam, dealing double damage to systemless rooms.

If I understand correctly that ability is not available on enemy ships and will cause issues.

And there is a thread already for this "infrequently asked questions"

I understand that you are new here, but at the moment you are frequently making the same mistake over and over, Maybe in a previous forum with you these more separate threads for specifics was okay, but here not so much.

Re: Knightmarez's UfAQ thread

Posted: Thu Dec 12, 2013 10:53 am
by Metzelmax
R4V3-0N wrote:1) I agree, searching does suck for me as well, anything I put down is "Sorry, you can't use "Ion" or "weapon" or -important words- because it's to frequently used/ common, not gonna search.

2) Hull crusher is a bigger hull laser or hull beam, dealing double damage to systemless rooms.

If I understand correctly that ability is not available on enemy ships and will cause issues.

And there is a thread already for this "infrequently asked questions"

I understand that you are new here, but at the moment you are frequently making the same mistake over and over, Maybe in a previous forum with you these more separate threads for specifics was okay, but here not so much.
I would be really surprised if hullbust on enemies crashes the game. I have many double damage weapons on enemies and theres nothing. If I recall correctly then even the normal enemies do use the hullbeam.

Re: Knightmarez's UfAQ thread

Posted: Thu Dec 12, 2013 11:00 am
by R4V3-0N
Well it was only an assumption, a reason why vanilla enemies never have hull weapons.

Re: Knightmarez's UfAQ thread

Posted: Thu Dec 12, 2013 12:36 pm
by Metzelmax

Code: Select all

<blueprintList name="WEAPONS_ZOLTAN">  
	<name>LASER_BURST_1</name> 
	<name>LASER_BURST_2_A</name>
	<name>LASER_BURST_3</name>
	<name>LASER_BURST_5</name>
	<name>LASER_HEAVY_1</name>
	<name>LASER_HEAVY_2</name>
	<name>MISSILES_1</name>
	<name>MISSILES_2</name>
	<name>MISSILES_3</name>
	<name>BEAM_1</name>
	<name>BEAM_2</name>
	<name>BEAM_3</name>
	<name>BEAM_LONG</name>
	<name>BEAM_FIRE</name>
	<name>ION_1</name>
	<name>ION_2</name>
	<name>BOMB_1</name>
	<name>BOMB_ION</name>
	<name>BEAM_HULL</name>
</blueprintList>
Definitive: the enemies do use hullbeams.

Re: Knightmarez's UfAQ thread

Posted: Fri Dec 13, 2013 8:13 am
by Knightmarez
Thanks alot metzelmax.

Another really specific question. How *exactly* does the weapon list work if i just want one weapon to appear?
Do i list it once?
Or do i list it multipul times....
<blueprintList name="WL_ROCK_TROOPSHIP">
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
Or
<blueprintList name="WL_ROCK_TROOPSHIP">
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
anyone know?