Search found 995 matches
- Mon Jan 27, 2014 10:53 am
- Forum: Projects
- Topic: Gas Giants
- Replies: 46
- Views: 37035
Re: Gas Giants
Would this be in the lines of: https://github.com/pioneerspacesim/pioneer/issues/206 ?
- Fri Jan 24, 2014 11:20 am
- Forum: Ship and 3D asset development
- Topic: Ground station remake
- Replies: 74
- Views: 29006
Re: Ground station remake
Looks very nice.
Maybe dependent on country, but I think there's a line too much in the road for my eyes:
Maybe dependent on country, but I think there's a line too much in the road for my eyes:
- Tue Jan 21, 2014 9:33 am
- Forum: Pioneer development
- Topic: Introducing Reputation
- Replies: 8
- Views: 5846
Re: Introducing Reputation
I've decided to go with a specific deny message for each flavour. Slightly more for the translators I guess, but no extra module is needed for the lang.
- Mon Jan 20, 2014 7:01 pm
- Forum: Pioneer development
- Topic: Introducing Reputation
- Replies: 8
- Views: 5846
Re: Introducing Reputation
I'm done with the code for everything except the donations, and the different flavours of the "deny" message. @robn: There are currently 5 Assassination flavours, 13 Taxi, and 10 DeliverPackage flavours. Would you prefer each of these to have a deny-message, or is it better to use a separa...
- Mon Jan 20, 2014 9:08 am
- Forum: Pioneer development
- Topic: Introducing Reputation
- Replies: 8
- Views: 5846
Re: Introducing Reputation
Please look at the Character class. It implements a GURPS-style character property sheet that is exactly what you want for this. This is where I've implemented it. I did it in a very analogue way (almost identical) to the way killcount works. Not sure how it should interact with the other GRUPS var...
- Sun Jan 19, 2014 4:18 pm
- Forum: Pioneer development
- Topic: Introducing Reputation
- Replies: 8
- Views: 5846
Introducing Reputation
One thing in pioneer I think needs improvement is that you "get the whole game" from start. Apart from needing to work up some funds, you can take any and all missions offered on the BBS. I've started working on implementing reputation which would un-lock more important missions. It would ...
- Sun Jan 19, 2014 10:38 am
- Forum: Pioneer development
- Topic: Renaming inhabited systems with catalogue numbers
- Replies: 6
- Views: 4577
Re: Renaming inhabited systems with catalogue numbers
From the player perspective, names like "Gliese 563.2" or "NN 4048/4049" are not very good for immersion in my opinion, and hopeless to remember when there are so many with similar names, but I guess it's a question of weighing the good against the bad, and as you point out, ther...
- Sat Jan 18, 2014 4:51 pm
- Forum: Pioneer development
- Topic: Renaming inhabited systems with catalogue numbers
- Replies: 6
- Views: 4577
Re: Renaming inhabited systems with catalogue numbers
<impaktor> I'm playing around with custom systems (as you might guess). It annoys me that there are so many inhabited systems with just star catalogue numbers. IMO inhabited systems should have real names. <robn> unfortunately there's no way to say "inhabited" or not <robn> just the seed ...
- Sat Jan 18, 2014 4:02 pm
- Forum: Pioneer development
- Topic: Project management changes
- Replies: 8
- Views: 4237
Re: Project management changes
Perhaps thse suggestions should go on the wiki?
- Sat Jan 18, 2014 3:35 pm
- Forum: Pioneer development
- Topic: Renaming inhabited systems with catalogue numbers
- Replies: 6
- Views: 4577
Renaming inhabited systems with catalogue numbers
I would like to give all (or most) of the inhabited systems with a catalogue number a real proper pronounceable name. Primarily, these are the names of inhabited systems in the sol vicinity I'd like to change Gliese 48 109 205 338 393 412 563.2 581 595 643 644 661 701 752 876 NN 3417 3454 3877 3849 ...