Dev's Limit Breaking 101 Techniques
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content.dll 0CC985 40->00 = jump gates test reputation ~adoxa content.dll 0CC986 0C->04 = jump holes test reputation ~adoxa content.dll 11BCF4 -0.6f = hostile docking reputation ~adoxa ```Trade lane docking seems to ignore reputation altogether, so would have to delve deeper and do a plugin for that one. @Aigle: Could probably do that, some day… What type of extra information do you want, though? If it's only what's defined by the ini, be better off doing customisable dynamic stats. In either case, I don't think it's a suitable discussion for this thread (it'll be a plugin, not an edit).
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adoxa wrote:
content.dll 0CC985 40->00 = jump gates test reputation ~adoxa content.dll 0CC986 0C->08 = jump holes test reputation ~adoxa content.dll 11BCF4 -0.6f = hostile docking reputation ~adoxa ```Trade lane docking seems to ignore reputation altogether, so would have to delve deeper and do a plugin for that one.
WOW! Big amaze! Thank you adoxa!
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Thanks Adoxa this is a great find.
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Louva asked me in an IM if ships could drop out of cruise once power runs out. He’s offline atm, so I’ll post it here for all to use.
# Drop out of cruise once power reaches 0. # Jason Hood, 18 November, 2010. File: common.dll 03659E: 79 [ 4F ] 036618: 8B 8E 94 01 00 00 EB 14 [ 90 90 90 90 90 90 90 90 ] 036634: 6A 00 E8 A5 D5 03 00 EB B1 [ 90 90 90 90 90 90 90 90 90 ] ```He also asked if power could have an activation delay like shields, but that can wait for another day…
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Hey,
After using adoxa’s hack so that you drop out of cruise once you run out of power (which works great btw), I wanted to know if it is possible to do the same thing with sheilds? So that if you run out of juice both your engines and sheilds die.
Thanks
Ozed -
thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.
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Dragnite_MU wrote:
thats incorrect, damage_per_fire means the weapon does damage to the user when it is fired.hmmm, how does that work then? not getting at you, but how did you come to that conclusion?
by default - damage_per_fire = 0
changing it does not seem to do anything, like oZed, I assumed that it was some legacy code left in for simulating weapon wear…
adoxa wrote: shields
lol, subtle
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Whatever the case, I’m not even sure the game reads them.
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Guess it would make sense, most weapons need some sort of maintenance. Would give players something else to think about if weapons had to be serviced, if it could be applied in such a way that the weapon simply stopped firing when it ran out of hitpoints as opposed to being destroyed, that would be good.
I highly doubt the possibility of such an approach in this game, but it would be fantastic if a weapons accuracy, range, power it uses to fire etc became less efficient the longer it goes without service.
Same could be applied to shields, recharge slower. Engines could become less efficient, take longer to accelerate, cruise charge etc. Could apply it to anything, but this game was never meant to have depth, shame.