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by siyoa
Fri Mar 30, 2018 7:24 pm
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 6387

Re: Orthin and torpedoes

it seems I am getting to the point, I am able to start adding slots to ships through technology advancements ... in this example, middle/late game tech should give additional built-in engine slot for better maneuverability and/or tactical speed

this is just a proof of concept for now
by siyoa
Fri Mar 30, 2018 6:37 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

Re: tech tree (modding/adding techs)

Should be system. So, it should take a *serious* memory leak to trigger that warning. (Probably some kind of infinite loop in my edge-placement code.) must be, that laptop has 12GB of RAM :shock: How many new techs are you trying to add to the tree? not that many at the moment, but eventually I can...
by siyoa
Fri Mar 30, 2018 6:20 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

Re: tech tree (modding/adding techs)

if I put it here, all is fine Beam Mods after Advanced Turbolasers { "Antimatter Warheads", "Railguns", "Pulse Generators", "Warp Node Attunement", "Graviton Physics", "Neutron Beams", "Stupendous Energy Physics", "Plasma Foc...
by siyoa
Fri Mar 30, 2018 6:18 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

Re: tech tree (modding/adding techs)

hmmm, this is what I meant by tech tree being hardcoded 2 days ago ... I run into similar thing then I get an error as per the picture if I put my new tech to this section of master_columns (Beam Mods after Primary Beams) { "Antimatter Torpedoes", "Warp Node Dynamics", "Hadr...
by siyoa
Fri Mar 30, 2018 5:41 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

Re: tech tree (modding/adding techs)

hrm. have you been experimenting with any of the other stuff in tech_tree_settings.lua (besides the master_columns entries)? nope, master_columns only ... for now ;) is it GPU or system memory ? I only have 2GB of GPU memory EDIT: interesting, I tried to repeat it, but I don't get error anymore, it...
by siyoa
Fri Mar 30, 2018 1:59 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

Re: tech tree (modding/adding techs)

so, indeed it works (Beam Mods and Force Beams 2 in the picture), not sure what I was doing before :oops: definitely something incorrect

now, there seems to be some memory leak in latest dev version, anytime I edit tech_tree_settings.lua when live-coding
by siyoa
Wed Mar 28, 2018 8:45 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

Re: tech tree (modding/adding techs)

sven wrote:I've just taken a few minutes to see about improving things here -- as of r22104 (currently on the in_development steam branch), edits made to tech_tree_settings.lua should be reflected immediately in the tech tree screen.

fantastic, thanks :D
by siyoa
Wed Mar 28, 2018 8:06 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

Re: tech tree (modding/adding techs)

hmm, apparently I was doing something wrong then, as I added new tech to "master_columns" and it didn't want to show up ... I was able to remove existing tech from there though ... will try tonight again :) it seems that tech tree doesn't change on the fly as you edit tech_tree_settings.lu...
by siyoa
Wed Mar 28, 2018 7:45 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 4909

tech tree (modding/adding techs)

adding new techs is quite easy, and they show in regular view no problem tech tree view is quite a different matter, I have a few end game techs added and tech tree not showing them didn't bother me much ... but now I am thinking to add some more techs in the middle of tech pool and I was looking in...
by siyoa
Mon Mar 26, 2018 12:14 am
Forum: General Forum
Topic: refit vs new ship
Replies: 7
Views: 3077

Re: refit vs new ship

Danath wrote:(Wrenches/Labor) :P


I guess I spend more time in the code than in the game itself, variable is called "hammers" there :twisted:
by siyoa
Sun Mar 25, 2018 11:02 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 13224

Re: various improvements for ease of empire management

this maybe a solution, scaling is probably not perfect, you need both files as I had to create new function in PopIcons.lua
by siyoa
Sun Mar 25, 2018 10:35 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 13224

Re: various improvements for ease of empire management

hmm, I may need a help here from Sven or Arioch

it seems that chibi_draw shows the same icon for human dissidents as it is for regular humans, or quite possibly I am doing something wrong :D
by siyoa
Sun Mar 25, 2018 10:31 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 13224

Re: various improvements for ease of empire management

I think I got it, for now
by siyoa
Sun Mar 25, 2018 10:04 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 13224

Re: various improvements for ease of empire management

that thing about tinkers got me thinking, my approach is sub-optimal here, not really taking into account unhappy or harmonized type of population, every race should really be stripped of suffix anyway, I may redo it completely, it seems I figured how to show race icon, all I need now is to make the...
by siyoa
Sat Mar 24, 2018 8:40 pm
Forum: General Forum
Topic: refit vs new ship
Replies: 7
Views: 3077

refit vs new ship

as per picture, I always felt that something is off, but never paid enough attention to it it should be the structure of the ship costing majority (or 50% minimum) and all the added systems are rest of the cost it doesn't make sense that new ship costs 614 hammers and refitting to the same design fr...

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