Search found 2433 matches
- Mon Aug 28, 2017 8:46 pm
- Forum: Announcements
- Topic: Xelerus will no longer function from 1st September, 2017 [Edit: Actually it will, but we're replacing it anyway]
- Replies: 29
- Views: 49602
Re: Xelerus will no longer function from 1st September, 2017
We knew it was coming. It was only a matter of time :( It lasted 10 years, that's pretty good :D I used to do periodical dumps of Xelerus functions, this is my most recent one (pretty old, but might be still useful): https://www.dropbox.com/s/02cx39ou2hgtlzs/xelerus%20functionlist.txt?dl=0 Btw, thes...
- Fri Aug 25, 2017 9:58 am
- Forum: Ideas & Suggestions
- Topic: Continuous beam weapons
- Replies: 39
- Views: 21513
Re: Continuous beam weapons
I'm for 2,3,4,5,6,7,8.9. For the charge up mechanic, we can copy what many games do, for example Battleships Forever. (Small tracer beam with no damage, followed by larger beam) I'm not for replacing the ares lighting cannon. Smaller agile ships that come in swarms shouldn't have instabeams. Also, I...
- Fri Aug 18, 2017 4:38 pm
- Forum: Patch Discussions
- Topic: [Concept]: Outlaw miner update
- Replies: 22
- Views: 43156
Re: [Concept]: Outlaw miner update
If you like I can look at changing the mines over to system dependent ore (similar code could be reused for other enemy mines.) That way you don't need to add new stations for uranium/plasteel, and we automatically get mines for any new ores added via mods... You'll still want separate stations as ...
- Fri Aug 18, 2017 9:22 am
- Forum: Patch Discussions
- Topic: [Concept]: Outlaw miner update
- Replies: 22
- Views: 43156
Re: [Concept]: Outlaw miner update
This is a great idea. I'm interested to see better system level scaling for this faction. And since this already involves changing the code, why not letting the station choose the ore ? Let's have 1 single outlaw miners station, when it spawns , depending on system environment and level, it chooses ...
- Sun Aug 13, 2017 1:06 pm
- Forum: Ideas & Suggestions
- Topic: Changing ships at shipyards
- Replies: 20
- Views: 17900
Re: Changing ships at shipyards
I would like to see upgrade paths, or at least an upgrade of a playership with a similar role playership. For example: - wolfen --> centurion --> centurion x - freighter --> EI200 --> some other larger freighter. upgrades can be done with a tradeoff: new ship can mount larger armor sections but it's...
- Fri Aug 11, 2017 6:06 pm
- Forum: Announcements
- Topic: 1.8 Alpha 2
- Replies: 20
- Views: 38434
Re: 1.8 Alpha 2
There were at least two undocumented features (not mentioned in the API spec) added in the 1.8 alphas. Firstly, the "healer" points that biotech ships use are hardcoded into the engine. Secondly, interior compartments can now be made into external "sections" that move with the ship. wouldn't be a g...
- Sat Aug 05, 2017 4:44 pm
- Forum: New Developers
- Topic: Getting started with git and github
- Replies: 18
- Views: 47869
Re: Getting started with git and github
this is a great guide that I really needed. I just forked transcendence, cloned it to my pc. Now, I need help with some git etiquette, regarding what and how should I push upstream to George. Do I have to make a branch for each fix I want to tackle ? I'm not sure how my cloned repo would work if I w...
- Thu Aug 03, 2017 7:30 pm
- Forum: Shipyards
- Topic: dockscreen special highlight keys query
- Replies: 6
- Views: 5085
Re: dockscreen special highlight keys query
if you remove esc or enter from the default actions of your dockscreen, you can have an inescapable dockscreen. This is really useful if the player has to do some actions in the dockscreen for it to close and you don't want the player to just press esc and close it
- Sun Jul 23, 2017 1:15 pm
- Forum: Modding Reference
- Topic: Function List — 1.8A2 (API 37)
- Replies: 3
- Views: 11850
Re: Function List — 1.8A2 (API 37)
sorry for the delay :P I made my usual diff :D Transcendence 1.8a2 (apiVersion 37) Diff from 1.8a1 RECENTLY ADDED FUNCTIONS (fmtCompose text [data]) -> string (fmtVerb verb pluralize) -> string (resGetImageProperty imageDesc property) -> value property 'height 'width (sovGetName sovereignID [flags])...
- Wed Jul 12, 2017 11:53 pm
- Forum: The Drawing Board
- Topic: [Mod Request] Fireworks Mod
- Replies: 3
- Views: 10981
Re: [Mod Request] Fireworks Mod
I've been playing with <GetParameters> and effects for a while. I do have random colored weapons, rainbow weapons and a number of supporting functions in WE6 such as: - RGB to HSL converter. - dec to hex to dec (taken from alterecco's DSF, and fixed because it has a bug) - function that converts '(0...
- Sat Jul 01, 2017 4:59 pm
- Forum: Official Extensions
- Topic: Coming Soon: Reign in Hell
- Replies: 10
- Views: 17880
Re: Coming Soon: Reign in Hell
sounds awesome ! looking forward to it !
- Mon Jun 26, 2017 9:31 am
- Forum: Mod Announcements
- Topic: Network
- Replies: 25
- Views: 41399
Re: Network
nice. can you tell us what did you fix ?
- Sat May 27, 2017 4:16 pm
- Forum: Ideas & Suggestions
- Topic: Let's argue about cargo holds!
- Replies: 27
- Views: 15582
Re: Let's argue about cargo holds!
Transcendence is coming from roguelike tradition. Ships are character classes, they have different carry capacity and the cargo hold can be seen as the traditional "bag of holding". Currently, to survive better and/or for an optimal gameplay, you need a cargo hold. Loot is the player primary mean of...
- Fri May 19, 2017 9:01 pm
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 715264
- Wed May 10, 2017 9:54 pm
- Forum: Ideas & Suggestions
- Topic: Let's argue about cargo holds!
- Replies: 27
- Views: 15582
Re: Let's argue about cargo holds!
what if the Korolov station to have some flavour text about the cargo hold ? maybe the player talking with some freighter pilot, can be suggested that smaller ships can install a cargo hold.Yes there should be an obvious way in which they are introduced.