Search found 388 matches
- Fri Jan 30, 2015 1:51 am
- Forum: Expansion Pack
- Topic: Galactic Navy Licensing
- Replies: 17
- Views: 13011
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...
- Wed Oct 19, 2011 4:01 am
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
Re: Galactic Navy Strikes Back
While that should have been deleted, it's harmless and won't cause any problems.
- Wed Oct 19, 2011 12:45 am
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
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...
- Fri Oct 14, 2011 2:37 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
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...
- Fri Oct 14, 2011 8:24 am
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
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...
- Fri Oct 14, 2011 3:28 am
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
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...
- Wed Jan 19, 2011 5:42 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
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...
- Fri Dec 31, 2010 7:34 pm
- Forum: Discussion
- Topic: I've broken the 7 ly limit! (sort of...)
- Replies: 112
- Views: 56052
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...
- Fri Dec 31, 2010 2:27 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
- Fri Dec 31, 2010 1:13 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
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...
- Fri Dec 31, 2010 6:29 am
- Forum: Discussion
- Topic: nasty and deadly
- Replies: 19
- Views: 4319
- Fri Dec 31, 2010 6:23 am
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
- Thu Dec 30, 2010 8:23 pm
- Forum: Expansion Pack
- Topic: Galactic Navy Strikes Back
- Replies: 291
- Views: 126371
- Thu Dec 30, 2010 6:32 pm
- Forum: Suggestion Box
- Topic: WitchSpace ship populating
- Replies: 25
- Views: 6708
Also, if you want them to show up 95% of the time, just have a line like:
Code: Select all
if(Math.random() < .95)
- Thu Dec 30, 2010 5:08 am
- Forum: Discussion
- Topic: Hi
- Replies: 33
- Views: 9120
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...