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Posted: Sun Aug 29, 2010 4:31 pm
by george moromisato
Wolfy wrote::)
Mind doing us a favor & giving us a quick example of how to do modules for an extension? :D
1. Create your module. This is just like an extension except it uses the <TranscendenceModule> root element (instead of <TranscendenceExtension>).

2. In an extension or adventure, add the following element:

<Modules>
<Module filename="..."/>
</Modules>

And specify the filename of the module.

3. Note: Any ENTITY definitions in the main extension or adventure will be valid inside the module being included. (But not vice versa).

Posted: Sun Aug 29, 2010 6:34 pm
by Aury
:D
Awesome! Thanks george!

Posted: Wed Sep 01, 2010 10:00 pm
by CFG
As usual, my notes on this version:

Balancing:
  • - I managed to get a particle beam weapon in Eridiani or the second/third system installed by a weapons shop (option "install particle beam"). I think they should only offer to install stuff that matches the techlevel of the system.
...to be updated and continued till 1.04 ;)

Posted: Wed Sep 01, 2010 11:49 pm
by Lugar
YAY

Thanks!!

Posted: Thu Sep 02, 2010 12:19 am
by Aury
CFG wrote:As usual, my notes on this version:

Balancing:
  • - I managed to get a particle beam weapon in Eridiani or the second/third system installed by a weapons shop (option "install particle beam"). I think they should only offer to install stuff that matches the techlevel of the system.
...to be updated and continued till 1.04 ;)
No, this wouldn't work at all; they already sell items of a higher level than their system level to begin with, and it would make it hard for the player to stay sufficiently far ahead (remember, the playership needs to be a one-man-army... or a one-man-dreadnought or... something. Thus it must be able to install items that are above the tech level of the system.) - there are still installation limits, usually made to force you to switch to using other stations (military/BM, then ringer) as the game progresses, but said stations provide substantially higher level of installation still.

Posted: Thu Sep 02, 2010 10:21 pm
by PKodon
Hi!

Good to see the game still progressing. Thanks to sdw195 for letting me know about this new release. No internet at home and limited time online at the library do not make for much time to stop by.

Thanks for keeping my account open, and thanks to George, again, for a great game (even if I do have issues).

Okay, off to get this, then wait for the rain to calm down so I can walk home and try it.

PK

Posted: Thu Sep 02, 2010 10:31 pm
by PKodon
CFG wrote:As usual, my notes on this version:

Balancing:
  • - I managed to get a particle beam weapon in Eridiani or the second/third system installed by a weapons shop (option "install particle beam"). I think they should only offer to install stuff that matches the techlevel of the system.
...to be updated and continued till 1.04 ;)
Well, as Wolfy said, you need to keep ahead of the technology. I believe that the game is set up to allow you to have access to equipment two tech levels above the tech level of the current system. Since there is so much that depends on the random number generator, it's just as likely not to give you anything you can use, as it is to give you something that may look overpowered for the current location (till you go through the next stargate and get blasted by 3 ships with that same weapon).

So, rejoice when you get good equipment!

I'm off to refurbish my ship for the new update...

PK

Posted: Fri Sep 03, 2010 10:42 am
by CFG
Well, I felt a particle beam was way too strong before St. Katherines.

You can kill any station with it (after clearing the defenders) without getting shot by any laser.

I had expected to get a particle weapon in St. Katherines, but no earlier.
Thats a point in the game where you need a better weapon to fight the Sung Slavers in the next systems.

Posted: Fri Sep 03, 2010 12:41 pm
by Aury
It's not too strong; they are still balanced weapons (the shuriken is actually too weak) it's immensily useful in the arena; with the exception of the x-ray laser or the dual flenser, on the the Tier 1 weapons would output enough damage to get you to kill the guys in the upper levels of the arena.

Particle weapons are also essentiall for saving charon.

If I can't find a particle weapon before charon, I usually just start over.

Posted: Sat Sep 04, 2010 7:50 pm
by stealthx
I am late, but wow! 40 facings for missiles, exactly what I have been waiting for.

I have noticed the following since the RCs for T1.0, and now it's still in 1.03.
In the Arena, Kate says of Katamisan: "......and he means a lot of me."
Is this a grammar mistake? Intentional?

Posted: Sun Sep 05, 2010 4:48 pm
by Aury
Grammar error

Posted: Mon Sep 06, 2010 1:31 pm
by kay.py
george moromisato wrote:I'm trying to follow a consistent style:

If an organization has a proper name, then we use title capitalization:

Ranx Empire
Corporate Hierarchy
Sisters of Domina

All of the above are proper names.
I would argue that the corporate heirarchy seems more like a description than a proper name. Unless its the Corporate Corporation Inc.

(...should that have a (tm) somewhere too?)

Posted: Mon Sep 06, 2010 2:42 pm
by Prophet
kay.py wrote:I would argue that the corporate heirarchy seems more like a description than a proper name.
I agree. It's the same as the united states of america. That's a description. /sarcasm

:lol:

Posted: Mon Sep 06, 2010 4:57 pm
by Atarlost
That would not be a hierarchy, and while organizations can have misleading names you're arguing that the CH isn't an organization.

It's pretty obvious to me that it's a trade group like the RIAA or the American Beef Council. The CH, though, is clearly more powerful. They run their own independent military police force in the form of those great white whale-like cruisers. They appear to be vertically integrated trusts since EI and Makayev are in both the component and hull businesses. If I were to guess I'd say they were a bunch of megacorps unified under a structure similar to the Articles of Confederation. Every member pays dues and in return they get "insurance." Anyone that tries raiding a corporate hierarchy station gets a visit from Moby Dick, and probably so does anyone big enough to notice that tries to do business without paying dues unless they have Mikeno's protection.

Of course paying dues to the hierarchy does guarantee that Mikeno won't be sending Molotoks to knock on your door and try to sell you his, probably less generrous, "insurance" policy so legitimate businesses pay the hierarchy unless they're actually on corporate starbases.

Essentially as I see it they're to the interstellar mafia as Korolov is to piracy, except that where corruption in Korolov means selling information to the enemy corruption in the CH means pressuring independents into your own protection racket.

I'm not sure why the tinkers fall below the radar. It may be because they mostly deal in trash. Possibly anti-tinker propaganda is enough to keep them from seriously impacting new goods sales. A weapon cobbled together out of damaged weapons would be easy to portray as substandard. A connection with the salvager nomads might be enough to keep the BM's nose out since any tinker they threatened could in that case pick up and move the next time the nomads made a supply run.

Posted: Mon Sep 06, 2010 10:00 pm
by Xephyr
Still haven't fixed the arena problem?

I still find myself stuck against enemies in melee matches with laser-immune shields.