Search found 556 matches

by pixelfck
Thu Jan 26, 2017 6:36 pm
Forum: Announcements
Topic: New Forums, Same Great Content
Replies: 9
Views: 15419

Re: New Forums, Same Great Content

wow, thought the forums had gone :-)
by pixelfck
Mon Jun 13, 2016 7:42 pm
Forum: Mod Announcements
Topic: [UPDATED] Black Market Expansion
Replies: 23
Views: 21094

Re: [UPDATED] Black Market Expansion

In 1.7a this mod makes upgrading stuff to be almost free. It doesn't account for item in question's cost when upgrading your junk so you can install an $1M gun for 250 credits. That's the first thing I've come across while testing this mod initially. The mod unfortunately needs major work because o...
by pixelfck
Fri Jun 03, 2016 8:32 pm
Forum: Shipyards
Topic: More systems per game
Replies: 4
Views: 4354

Re: More systems per game

Beyond the Mainline should be compatible with Corporate Command, or at least, it used to be.

~Pixelfck
by pixelfck
Mon May 30, 2016 4:27 pm
Forum: Shipyards
Topic: Trying To Fix Stealth
Replies: 18
Views: 11220

Re: Trying To Fix Stealth

You could, maybe, create a new item, based upon the currently installed armour segments, using the XML functions. If this works, you could replace the stealth edition with a non-stealth edition after a counter has elapsed. You would need to figure out a method to get the replacement armour segment d...
by pixelfck
Mon May 16, 2016 3:14 pm
Forum: Shipyards
Topic: Max Starsystems
Replies: 18
Views: 14727

Re: Max Starsystems

You can specify the min and max scale for your starmap in the <StarMap> element. By setting the initial scale, you can control what the player sees when first opening the universe map. <SystemMap name= "Known space" backgroundImage= "&rsKnownSpace;" initialScale= "100" minScale= "50" maxScale= "200"...
by pixelfck
Mon May 16, 2016 1:25 pm
Forum: Shipyards
Topic: Max Starsystems
Replies: 18
Views: 14727

Re: Max Starsystems

 Manually, by bouncing between the galactic map and adjusting things on the fly in the console until I had things to my liking. Once I had my coordinates, I stuck them into my XML. On the other hand, if you have a process to automate system positioning during system generation, you can totally use ...
by pixelfck
Mon May 16, 2016 10:24 am
Forum: Shipyards
Topic: Max Starsystems
Replies: 18
Views: 14727

Re: Max Starsystems

I think (but I'm not entirely sure) that the coordinates of star systems on the universe map cannot be changed mid game.  They can, actually; you can do so with (sysSetProperty nodeID 'pos '(xPos yPos)) — this proved invaluable when I was arranging systems in TBR to not overlap, intersect, or other...
by pixelfck
Mon May 16, 2016 9:16 am
Forum: Shipyards
Topic: Max Starsystems
Replies: 18
Views: 14727

Re: Max Starsystems

When I wrote Beyond the Mainline, I tested the number of star systems I could create without crashing the engine. It was fine up to 450 systems and I did not check any number higher than that. Mind you, the layout algorithm is too slow to work with too many star systems, so for the Beyond the Mainl...
by pixelfck
Sun May 15, 2016 7:10 pm
Forum: Shipyards
Topic: Max Starsystems
Replies: 18
Views: 14727

Re: Max Starsystems

When I wrote Beyond the Mainline, I tested the number of star systems I could create without crashing the engine. It was fine up to 450 systems and I did not check any number higher than that. Mind you, the layout algorithm is too slow to work with too many star systems, so for the Beyond the Mainli...
by pixelfck
Fri May 13, 2016 11:52 am
Forum: Commonwealth
Topic: Lore Questions (for George)
Replies: 28
Views: 18586

Re: Lore Questions (for George)

I can miss the whole damn world to pay a sneak peek over to the RegDev subforum! Its biggest claim to fame is that it is hidden. As with all things 'secret', your mind starts to build up this image of all that may be there... the more you hear it mentioned, the bigger it grows in your mind. In real...
by pixelfck
Fri May 06, 2016 7:58 pm
Forum: Beginner's Luck
Topic: New to the game, finding it hard to evaluate the weapons.
Replies: 12
Views: 10870

Re: New to the game, finding it hard to evaluate the weapons

WMD stands for, you guessed it, Weapon of Mass Destruction. In Transcendence this means it does a percentage of 'structural damage'. Some enemies and most stations require a WMD weapon to effectively bring down. Smaller enemy ships tend to die regardless of a weapons WMD factor.

~Pixelfck
by pixelfck
Fri May 06, 2016 7:54 pm
Forum: Beginner's Luck
Topic: How do you know if you have done everything in a system?
Replies: 6
Views: 6944

Re: How do you know if you have done everything in a system?

each system, except for some key systems, is randomly generated. Each time you play the game, the stations, the encounters the layout of the planets, etc will be different. Because of this it is impossible to write down what you can find in each system. Not every system contains a 'boss', in fact, m...
by pixelfck
Mon May 02, 2016 4:37 pm
Forum: Shipyards
Topic: New ship, Old dock screen.
Replies: 2
Views: 3282

Re: New ship, Old dock screen.

I'm pretty sure it has to do with the API version. Prior to a certain version, you get the old dockscreens. You can also force the old dockscreens by using some attribute on the shipclass, but I don't remember which one.

~Pixelfck
by pixelfck
Sun Apr 10, 2016 8:47 pm
Forum: Shipyards
Topic: XML Manipulation Functions: Test Code
Replies: 14
Views: 10135

Re: XML Manipulation Functions: Test Code

Note: I updated the Console Dockscreen mod
~Pixelfck
by pixelfck
Sun Apr 10, 2016 5:25 pm
Forum: Mod Announcements
Topic: [UPDATED] Trade Assistant
Replies: 2
Views: 5743

Re: [UPDATED] Trade Assistant

This mod has been updated for compatibility with 1.7alpha1.

~Pixelfck