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 Void Wanderers ( Updated - V131 ) 
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Post Re: Void Wanderers ( Updated - B105 )
Can't you specify the module name then the item name, or vice versa? I'm sure I've seen a few files that do that. Or does it only work for Make/Create Actor functions, and not weapons/etc.?


Mon Dec 02, 2013 1:00 pm
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Post Re: Void Wanderers ( Updated - B105 )
The problem is that when you save item, say, from inventory, you can't get it's module name, and you save just what you have PresetName and ClassName. And then when you need to create that item later, you've already lost info about it's module. I hink I could probably 'guess' the item's module by mass or some other properties, but it feels unreliable and will require many changes.


Mon Dec 02, 2013 1:18 pm
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Post Re: Void Wanderers ( Updated - B105 )
Is there a way to add items but not necessarily the entire mod?


Mon Dec 02, 2013 10:55 pm
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Post Re: Void Wanderers ( Updated - B105 )
No, but you can add artifacts which you can later find in crates. Or you can add items to some faction file and set power to 0 to prevent AI from using them.


Tue Dec 03, 2013 7:30 am
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Post Re: Void Wanderers ( Updated - B105 )
Couldn't you add them to the Black Market aswell?


Tue Dec 03, 2013 5:28 pm
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Post Re: Void Wanderers ( Updated - B105 )
Currently black market just adds some random items with power > 6. I'll see if it's easy enough to add some random factionless items to shops.


Tue Dec 03, 2013 5:46 pm
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Post Re: Void Wanderers ( Updated - B105 )
weegee wrote:
No, but you can add artifacts which you can later find in crates. Or you can add items to some faction file and set power to 0 to prevent AI from using them.


I think I figured it out... So I have to make an artifact file in the Extensions folder?


Tue Dec 03, 2013 9:41 pm
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Post Re: Void Wanderers ( Updated - B105 )
Yeah, and add a line with you file name to VoidWanderers.rte\Extensions\Extensions.cfg


Wed Dec 04, 2013 5:50 am
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Post Re: Void Wanderers ( Updated - B105 )
Yeah, I did that too, but considering the random nature of artifacts, I have no way of knowing if I did it right.


Wed Dec 04, 2013 1:51 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Updated.

Bombs
- You can buy bombs in item shop
- To request an orbital strike select LZ and press left or right. Select payload using UP,DOWN then press FIRE to start targeting. Press FIRE to start orbital strike
- Payload capacity depends on number of bomb bays, each can hold up to 5 bombs
- Bombs launched simultaneously by every bay
- Orbital strike is less accurate when bombing unseen area
- You can't sell bombs

Also supports Major's Ul-Tex Limited out of the box, but some (most tasty :( ) bombs are disabled because they explode in UI. See VoidWanderers.rte\Extensions\Bombs_Basic.lua for an example on how to add bombs available to any faction. See Psyclones.lua for an example on how to add faction-specific bombs.

Sorry folks, I don't have much time and patience now, so this is the only change in VW. More fixes and features are coming some day. Please report bugs if any.


Wed Dec 04, 2013 8:24 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Quick question: Is there a use to the second tradestar port?


Thu Dec 05, 2013 5:29 am
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
No, both piers are the same, don't even remember why I made two of them ))


Thu Dec 05, 2013 5:32 am
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
As I got a heavy coalition soldier from a crate while on some assassination mission, a prompt started popping up above the heavy soldier saying "LOST CONNECTION" and activating the weapon that it was holding. What's this about?

Also, should the enemy units in assassination be doing something? They just stand there waiting to be murdered.


Fri Dec 06, 2013 8:15 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
"Lost Connection" means you have too many units on the field for your communications level. I believe sending the brain down alleviates that.


Fri Dec 06, 2013 9:07 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
I was still able to control the actor, it just fired the held weapon every 1-2 second delay. Am I not supposed to be able to control it?


Fri Dec 06, 2013 10:19 pm
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