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Messages - Ed

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31
Thanks

32
do i need to restart to use this mod?
yes

33
How do I blacklist a ship from being procured by Agents?

34
How do i start a quest from an unique NPC or by entering a system instead of using random bar events?
I wanna make Wurgandal unique by making it so you can only gain it in a quest, but i want it to be easy to start the quest, just hard to do.

My plan is having the player going to a high danger [Redacted] system, either finding it randomly or having an unique NPC tell him about it (talk to the NPC in the comms of a station)
Finds a wreck, fight a huge [Redacted] armada, and get the ship core
Go to a special NPC, deliver the core and earn 500k as reward or pay extra 10 million to get the ship instead
Later if the player regrets choosing the money he can buy the ship for 15 million.

35
Added DO_NOT_SHOW_MODULES_IN_FLEET_LIST ship hint!
love you dude

36
thanks, got it

But now how do i make it so the market only sell pristine quality ships?

-edit-

I think i found out what i was doing wrong, i copied the submarket script from another mod, now I am looking at it properly. Ok fixed, wonderful!


37
That helped a lot Morrokain, i just need now a sample code on how to search for markets and add the submarket during the onNewGameAfterEconomyLoad()
I looked for mods that have special submarkets, i know of Tahlan for GH shop, but i can't find where in the plugin code is the part where the submarket is added.


38
Is there a guide on how to set up Submarkets on existing worlds? I wanna make a special shop that only sell a few specific ships on some core worlds.

39
How do i set the priority in which module of a multi-module ship appear on top of the other modules?

ok found out its the order of the module slots in .ship file

40
More like this maybe?


41
I'm not actually sure exactly what you mean - what would you like it to look like? What's the main module in this case?
I think either of those could work, a tag on the module you want to focus or it could be in the main module .ship file

42
Ah, unfortunately there isn't. At least, not that I can think of. Sorry!
Could you add a tag in the ship_data to make sure the portrait focus on the main module next update pretty please? :)

43
I have a problem with my longboi where the game try to show all modules, but it ends up with the portrait looking horrible instead, is there a way to force the game to focus the portrait on the central module only?


44
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 15, 2020, 04:57:05 AM »
The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.
:)

45
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 14, 2020, 08:02:23 PM »
I like the new plates-of-armor look, it's more in line with the SS aesthetic, so the ships feel right at home in the universe.  As for the rest, the ships looked amazing before and they look amazing now, so :shrug:  more of a compliment than feedback :)

thanks :)

Also current progress (green = implemented)



I think i will make a small beta release after i finish this page and go for a second round (Retriever, Groen, etc...) for the actual 2.0 release

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