Search found 2409 matches

by digdug
Fri Sep 22, 2017 9:56 pm
Forum: Commonwealth
Topic: Am I reading SteamSpy numbers right???
Replies: 5
Views: 80

Re: Am I reading SteamSpy numbers right???

The negative reviews on Steam are all from people that didn't even manage to exit Eridani. One guy, it seems from the comment, thought that the whole game was the Eridani system.

I would love to try to data mine the multiverse data.
by digdug
Sun Sep 17, 2017 3:43 pm
Forum: Shipyards
Topic: UNID Database
Replies: 545
Views: 65454

Re: UNID Database

Colt wrote:
Sun Sep 17, 2017 3:41 pm
0xD117 - Colt
Added !
by digdug
Sun Sep 17, 2017 2:51 pm
Forum: Welcome and Introductions
Topic: hi
Replies: 2
Views: 43

Re: hi

welcome :D
by digdug
Sun Sep 17, 2017 12:45 pm
Forum: Modding Reference
Topic: Function List — 1.8A2 (API 37)
Replies: 3
Views: 244

Re: Function List — 1.8A2 (API 37)

I suppose it's what (typGetProperty unid 'deviceSlots) -> value returns ?
(which I suppose it's a list of the available slots ?)
by digdug
Sat Sep 16, 2017 12:46 pm
Forum: Modding Reference
Topic: Transcendence Changelog
Replies: 21
Views: 2363

Re: Transcendence Changelog

Changelog has been updated. Besides the update to the latest version 1.8, it contains a number of additional information: small details like transdata versions, API versions, undocumented features (thanks archcannon) disabled by default features (showManeuverEffects for example) If you can think of ...
by digdug
Wed Sep 06, 2017 2:33 pm
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 22
Views: 361

Re: Multiverse open for uploading mods

This is great ! Thank you George for this ! However caution might be necessary, automatic updates, as they are implemented now might break save games runs, if a modder updates their mods in an incompatible way, causing the current save game run to not load anymore. The simplest solution would be to ...
by digdug
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: 976

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...
by digdug
Fri Aug 25, 2017 9:58 am
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 31
Views: 573

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...
by digdug
Fri Aug 18, 2017 4:38 pm
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 19
Views: 391

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 ...
by digdug
Fri Aug 18, 2017 9:22 am
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 19
Views: 391

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 ...
by digdug
Sun Aug 13, 2017 1:06 pm
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 20
Views: 410

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...
by digdug
Fri Aug 11, 2017 6:06 pm
Forum: Announcements
Topic: 1.8 Alpha 2
Replies: 20
Views: 1490

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...
by digdug
Sat Aug 05, 2017 4:44 pm
Forum: New Developers
Topic: Getting started with git and github
Replies: 7
Views: 219

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...
by digdug
Thu Aug 03, 2017 7:30 pm
Forum: Shipyards
Topic: dockscreen special highlight keys query
Replies: 6
Views: 168

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 :D
by digdug
Sun Jul 23, 2017 1:15 pm
Forum: Modding Reference
Topic: Function List — 1.8A2 (API 37)
Replies: 3
Views: 244

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])...