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I believe you are referring to Iz & Auggie: Escape From Dimension Q
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AI War II / Pre-Set Campaigns to attract new players
« Last post by zeusalmighty on Today at 04:43:22 PM »
(I put this on Mantis but thought this would be a good topic for the forum to create some fun scenarios)
Goal: To prevent new players being overwhelmed by campaign options

Proposal:
Having pre-set "themed campaigns" to choose from in the Game Menu.

There should be a variety of pre-set campaigns to choose from with a flavorful description and a catchy name. These would be distinguished from each other by the minor factions included and the personality of the AI.

[e.g. "Great Train Robbery": The AI funds massive projects to dominate the galaxy by use of interstellar trains. Loot these trains to cripple their plans and fund your own, but be wary of alerting the wardens who don't take kindly to bandits. (Minor factions enabled: Astro trains, Marauders, Zenith Trader. Wardens higher diff; Hunters lower diff)]

Why this should be implemented:
*For new players, the immense amount of choice is daunting. Having some pre-set campaigns (with adjustable difficulty) can appeal to a given player's preferences.

*Special Achievements!

*Incorporate fan-made scenarios!
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AI War II / Re: Synergy between Minor Factions
« Last post by zeusalmighty on Today at 12:21:27 PM »
Wasn't consciously thinking of the Borg but yes, yes I do
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Private Alpha Discussion / Re: Dyson Sphere and sundries
« Last post by zeusalmighty on Today at 11:57:10 AM »
Don't fix what's not broken, the Dyson sphere is already a sweet faction and any deviations should be both mechanically and lore friendly

That being said, hearing out ideas may lead to interesting things not necessarily tied to this specific faction
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Logorouge on Yesterday at 06:35:22 PM »
I've had a quick look and it seems like the engine really doesn't like having slot based items be automatically picked up. It's probably best to avoid doing that. What are you trying to achieve overall?
The short story is, I'm trying to have some special consumables that you can quickly swap just by running over them. The game really didn't like that. My current workaround is to have the new item just erase the current one, but that's less than ideal.
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Pepisolo on Yesterday at 11:35:53 AM »
I've had a quick look and it seems like the engine really doesn't like having slot based items be automatically picked up. It's probably best to avoid doing that. What are you trying to achieve overall?
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Draco18s on June 16, 2018, 09:13:19 PM »
I was hoping for item names so I could look up the item def and figure out what code it invokes.
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Logorouge on June 16, 2018, 12:11:09 PM »
What are the auto-pickup items?
Two consumables.
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Starward Rogue Mods & Modding / Re: Auto-pickup woes
« Last post by Draco18s on June 16, 2018, 12:08:22 PM »
What are the auto-pickup items?
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Starward Rogue Mods & Modding / Auto-pickup woes
« Last post by Logorouge on June 16, 2018, 10:11:26 AM »
I have two items with auto-pickup so they auto-equip a specific equipment slot. Unfortunately, if you equip one and then go to the other, the game doesn't know what to do and locks up, spiraling into an evergrowing mass of confusion.

Is there a way to counter that problem?

I'm basically looking for the opposite of "can_only_be_picked_up_if_you_have_a_system_in_slot" or a way to add a delay to the auto-pickup of those specific items.
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