Search found 388 matches

by Nemoricus
Fri Jan 30, 2015 1:51 am
Forum: Expansion Pack
Topic: Galactic Navy Licensing
Replies: 5
Views: 4432

Galactic Navy Licensing

It's been brought to my attention that, somehow, Galactic Navy has escaped a license for the past several years. I intend to correct this situation, but I have a few questions that need to be answered first. 1. Does anyone have a copy of Galactic Navy prior to the 5.x releases? Those were the ones p...
by Nemoricus
Wed Oct 19, 2011 4:01 am
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Re: Galactic Navy Strikes Back

While that should have been deleted, it's harmless and won't cause any problems.
by Nemoricus
Wed Oct 19, 2011 12:45 am
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Re: Galactic Navy Strikes Back

I just noticed in my log: [plist.parse.failed] OOPListParsing.m:74: Failed to parse /Users/ericwalch/Library/Application Support/Oolite/AddOns/Galactic_Navy 5.4.2.oxp/Config/descriptions.plist as a property list. Encountered unexpected character - on line 2860 Looking at those lines I see - <key>na...
by Nemoricus
Fri Oct 14, 2011 2:37 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Re: Galactic Navy Strikes Back

I haven't used ADCK Behemoths and can't vouch for their compatibility. That oxp is fully incompatible because it replaces the behemoths from GN with its own, but still uses the shipdata from an old GN version. Thereby removing scripts for ships that now should have one or giving it wrong scripts. U...
by Nemoricus
Fri Oct 14, 2011 8:24 am
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Re: Galactic Navy Strikes Back

Thanks for sorting out the wiki for me, Eric! The only problem I think that's outstanding is the lack of Behemoths, due to 1.75 compatibility issues with the two main Behemoth OXPs (the original and ADCK's). I think that GalNavy requires Behemoths?? Are you using these two in combination? Which vers...
by Nemoricus
Fri Oct 14, 2011 3:28 am
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Re: Galactic Navy Strikes Back

*returns from unknown regions of space, the hull of his Cobra Mk III badly scorched and dented* My apologies, pilots and commanders of the Galactic Navy. A misjump left me stranded for a significant period of time, and it's only recently that I was able to return to the friendliest board this side o...
by Nemoricus
Wed Jan 19, 2011 5:42 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Re: Galactic Navy Strikes Back

My apologies for being absent. SpaceChem was released a few weeks ago, and I've found it to be very difficult to pull away from. But anyway, I'm back now, with a fairly major change to test. In the course of examining the code for things to update, I discovered that planetinfo.plist had the same cod...
by Nemoricus
Fri Dec 31, 2010 7:34 pm
Forum: Discussion
Topic: I've broken the 7 ly limit! (sort of...)
Replies: 111
Views: 26481

I see why the log function is working now, and that makes sense. I'm still a bit confused about the jumpChain/chainPos scope thing. I see why you don't want them to be accessed by other scripts; however, I'm not sure how you make them accessible to all functions within the script... I should probab...
by Nemoricus
Fri Dec 31, 2010 2:27 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Thank you! I'll save the code for later versions of Oolite, then.
by Nemoricus
Fri Dec 31, 2010 1:13 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

Well, since Oolite 1.74 supports custom icons for beacons, I decided to try and make a star icon for the SecCom Stations. Unfortunately, the results turned out to be rather disappointing, as you can see from this picture. http://oi55.tinypic.com/2u89oy8.jpg It's both too small to have much detail, a...
by Nemoricus
Fri Dec 31, 2010 6:29 am
Forum: Discussion
Topic: nasty and deadly
Replies: 19
Views: 1952

Anything with kamikaze AI is rather aggravating to deal with. Asps seem to be the worst. I've probably died more times to ramming than anything else. Grr....
by Nemoricus
Fri Dec 31, 2010 6:23 am
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

That would be because Eric removed some textures from Galactic Navy that were also in the core game. Thus, shrinkage!
by Nemoricus
Thu Dec 30, 2010 8:23 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 264
Views: 62194

And 5.3.0 is now up for testing. Check the end of the first post in this thread.

After it's been checked out, I'll remove the link to the old version.
by Nemoricus
Thu Dec 30, 2010 6:32 pm
Forum: Suggestion Box
Topic: WitchSpace ship populating
Replies: 25
Views: 3724

Also, if you want them to show up 95% of the time, just have a line like:

Code: Select all

if(Math.random() < .95)
by Nemoricus
Thu Dec 30, 2010 5:08 am
Forum: Discussion
Topic: Hi
Replies: 33
Views: 3515

Speaking as one who has never used a Mining Laser before, I'll say that Military Lasers are very effective at introducing your enemies to hard vacuum. And they're a lot easier to aim as they don't have the long cycle time of a Mining Laser. But if they have a high enough power, they could still do a...