Jump to content

BerserkKnight

Members
  • Posts

    6
  • Joined

  • Last visited

Nexus Mods Profile

About BerserkKnight

BerserkKnight's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • One Month Later
  • One Year In
  • Week One Done

Recent Badges

0

Reputation

  1. Have you got UFO installed? If not, do so first. Otherwise, the only thing they really do is sit around, even with defense officers and enemies within 1km range. (At least, that's what they did back in 1.18 without UFO...) Guns don't need ammo, and if they simply don't do anything, it's not a problem with their ammunition supply.
  2. I've just made an experimental mod that allows you to capture the Xenon's K Branch 9 destroyers. The highlight? After you capture it, the Marine Officer moves back to the ship along with the marines, and the captured ship gets a full complement of 5 star "crew" to operate it. (Think of it as "we gave the Marine Officer some AI/AGI modules slaved to the Skunk to slap onto the destroyer's core systems after blasting their way to it" or something along the lines.) The boarding routine works for any ship that you can capture but doesn't have any docking ports for the player. (Technically, the Xenon destroyer wasn't capturable, but anyways...) Currently, the only "problem" left is that the Xenon destroyers do NOT have any construction drones onboard to repair the damaged subsystems, so you're stuck with a half-dead destroyer, probably in the middle of Xenon central. There are 3 solutions to this : 1. The "Hull Engineer" mod allows other capships with construction drones to do a remote repair on it. 2. Make it so the Xenon destroyer starts off with construction drones. (This'll make the fights a bit harder since it repairs itself now.) 3. Add a few construction drones on top of the 5 star "crew". (...So...your destroyer is stronger than before? Wait a minute...) Taking suggestions on which solution to choose, and if I should add the drones, how many? (...Or, I can just release all 3 versions, and just take suggestions on the number of drones to add on the versions that need them.)
  3. Ah, thanks. I seem to have missed one reference somewhere in the middle.
  4. This problem puzzles me, and I just can't seem to figure out what's wrong with it. There are 3 related quests, that I'll refer to as (1), (2) and (3). (3) is the one that's causing the problem. (1) is always active. It checks for variables in other quests to determine whether it should activate (2) or (3), and stores variables commonly used by (2) and (3). (2) and (3) are never run together. (2) and (3) are almost identical; quest stages, the scripts, everything. They are both initially disabled, and are activated by (1) in the exact same manner. (2) runs just fine. Everything works just as I intended. Given all that, (3) should run just fine as well, but it doesn't. The quest script simply won't run. The only thing that DOES run is the "End Result" script for each quest stage. I've checked the quest properties to see if the correct script was selected, and also checked the script to see if it was tagged as as quest script. GetQuestRunning, GetStage, Show "quest variable", and everything else that I can think of basically says that everything is just right, but the script just won't run at all. The script is divided into 4 separate "if ~ endif" sections. None of them run at all. There isn't a single 'return' command in the script which could end the script abruptly, so that's out of the question. So...anyone able to explain what the heck is wrong here?
×
×
  • Create New...