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Topics - Arparso

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51
Scripting / Arrays?
« on: August 15, 2009, 14:27:57 »
Anyone found a clever way to store values in array-like structures?

Basically I've got at least three MACHINEs. One of them calls an event, that the other two implemented. I'm also delivering a certain playerID event variable with that event call. Based on that playerID variable only one of the other two MACHINEs is supposed to respond. That means both MACHINEs need to know the playerID they're supposed to respond to. However, they should be able to respond to more than one playerID. In a real programming language I'd simply store the playerIDs in an array and check, if the supplied playerID is in that array, but Nexus scripting doesn't know arrays. I've tried it with selections and AddItem(), but they expect objects, not values - especially not numbers.

Any idea for an elegant solution?

52
Uh, what a shiny name ;)

I was kind of bored and experimented with a way to "build" ships on-the-fly, mid-combat. It was amazingly simple to pull of using multiple-choice dialogs for the build menu and a countdown timer to simulate build times. The Warfare mod is basically the result of that, serving as a proof of concept for that gameplay style in Nexus. There's no AI for that, though. Maybe I'll add something later, depends on the level of difficulty of writing an AI building stuff.

The script may be useful for other people, so I'm uploading it here for public use. Enjoy ;)

53
General Discussion / forum.keyswow.com - Nexus forum down?
« on: July 23, 2009, 13:27:44 »
Does anyone know what happened to the forum at keyswow.com? Seems down now. First I was getting SQL error messages, now it's gone for good. :(

I don't have any email address of the administrators, so  I've got no clue, what is going on. If someone knows, please send me message...

54
General Discussion / Fansite kit
« on: May 01, 2009, 14:15:08 »
I'm looking for the official fansite kit, that was available at the official site http://www.nexusthegame.com. Is this still around somewhere on someone's HDD/webspace/backup medium?

55
I'm always looking for my sci-fi fix and this just looks pretty promising so far. X32I is in its very early stages, but there are already some great images and a few short clips available. Check them out:



X32I @ moddb.com

56
General Discussion / NEXUS Skirmisher rewrite
« on: March 09, 2009, 23:08:35 »
I've been wanting to rewrite the NEXUS Skirmisher tool from scratch for the past couple years, but never came to finish anything worth showing to the public. I'm annoyed by the horrible UI and myriad of bugs, missing features and missed opportunities... even after all these years. However, I'll need to know, if a serious attempt at rewriting this tool is even worth the amount of time, sweat and blood this'll cost.

It's your call: is there still any viable interest in Nexus, the NEXUS Skirmisher or modding Nexus, that could convince me to finally go ahead with this endeavor or is this community already and finally dead? Talk to me, contact me via forum  or email. Share your opinion!

57
General Discussion / Welcome to this board!
« on: March 09, 2009, 13:42:46 »
Welcome to the new official Nexus Skirmisher message board!

The closing of the official Nexus website and the corresponding forum was indeed a sad event, which left the remaining Nexus players without a distinct place to discuss, ask questions and coordinate modding efforts. Although I haven't been an active part of the community for years now, I'm still seeing a few hundred downloads of my little mission creator "Nexus Skirmisher" every month, so why not use this considerate amount of visitors to create an alternative to the lost official forums?

At the very least this message board will function as a universal support platform for the "Nexus Skirmisher" and everyone who wishes to use it. I've gotten quite a few emails over the years and wasn't really able to answer all of them. Some questions were pretty common and I'll try answering these in a more orderly fashion using this board now. So if you've got a problem with my (sadly somewhat bugged) tool, then please take the time to register and post your question here. After all, that's the purpose of this place.

Oh... and enjoy your stay, while you're here, of course ;)

58
General Discussion / Nexus Skirmisher FAQ
« on: March 09, 2009, 12:58:09 »
What is the Nexus Skirmisher?
A simple mission creation utility for Nexus - The Jupiter Incident. You can create very simple battles against the AI using customizable fleets with it.

Where can I download it?
The official download site is located at http://arparso.de/nexus.

Which version should I download?
Generally you'll wish to download the newest version, which currently is v0.61. Go for the self-installing .exe as that will make installation a breeze complete with shortcuts and an uninstallation feature.

How do I use it?
This is pretty straightforward: you select one of your installed mods (or use the default one, "NEXUS Skirmisher"), choose a name and battle location for your mission and start outfitting the fleets, both yours and the AI fleet. You can select up to 10 ships per fleet and even customize them with the click on the small "C" button next to that ship. Shiptype and Equipment names use the internal format of the game, so might be somewhat hard to read, though. Just use a little trial and error combined with some common sense and you'll soon have no problems creating your own custom battle.

Clicking on "Create mission" will create all necessary files for you. You can now start the modification you just created the mission for and start playing.

What's up with the "mission number" setting?
Each mission you create with the Skirmisher needs to have its own number assigned to it. Don't use the same number twice for the same mod or the game will crash when starting up! The only exception is when creating missions for the same mod, that use the same number AND the same mission name. You can do that, though you'll overwrite the previous mission each time you click on "Create mission".

I made a mistake with the mission numbering... how do I fix it?
Go to your mods//universe/mod_missions folder and do one of the following:
a) delete all mission files starting with duplicate numbers except the one you'd like to keep. These files will be named "#_.mission" where # represents the mission number
OR
b) open these mission files and change the first line of these files to a different number... e.g. change "MISSION 1" to "MISSION 27" ... you won't need to rename the files, but it won't hurt either

Where can I set up fighters and bombers?
Unfortunately you can't with the current version of Nexus Skirmisher. Sorry. You CAN alter the created .mission files directly to add in fighters and bombers manually, but that is pretty much out of scope for this FAQ. Check the Nexus modding manual on how to do that.

How can I select additional star systems to wage war in?
Simply select a different location in the top right or use the "alternative location" tab. It depends on the mod how many locations will be available to you. However, you can always create your own star systems using the editor, that is provided with the game itself. Simply create a new star system for your desired mod and it'll be available in the Skirmisher. Instructions on how to do that can be found in the modding manual of the game.

Modding manual? Solar system editor? Where can I find that?
These utilities come with your copy of the game. When installing the retail version you can deliberatily choose to install the mod utilities, which will supply you with everything you'll need. If you didn't install these, you'll need to uninstall and then reinstall the game in order to get access to them.

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