Search found 2416 matches

by digdug
Fri Oct 13, 2017 12:10 am
Forum: New Developers
Topic: Getting started with git and github
Replies: 12
Views: 354

Re: Getting started with git and github

Alterecco !!
So nice to see you around !
:)
by digdug
Mon Oct 09, 2017 2:42 pm
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 25
Views: 557

Re: Multiverse open for uploading mods

Just had a thought about having a separate area or subforum or whatever, either in Mod Announcements or a new section for the unofficial mods on the Multiverse. This would enable people to get more info on the mods without having to plough through all the existing info. Or maybe move all the older ...
by digdug
Sun Oct 01, 2017 11:34 am
Forum: Commonwealth
Topic: Multiplayer
Replies: 7
Views: 185

Re: Multiplayer

I would love to play a fixed challenge topology. :)
by digdug
Fri Sep 29, 2017 12:03 pm
Forum: Modding Reference
Topic: Function List — 1.8a3 (API 38)
Replies: 2
Views: 132

Re: Function List — 1.8a3 (API 38)

Transcendence 1.8a3 (apiVersion 38) RECENTLY CHANGED AND NEW FUNCTIONS SINCE 1.8a2 Please note that property functions, msnFunctions and unvFunctions are in "abbreviated form", they show only the newly added properties. Please refer to the function list for the full list of properties. (acos x ['deg...
by digdug
Sun Sep 24, 2017 2:05 pm
Forum: Commonwealth
Topic: The Transcendence Color Palette VS Other Games
Replies: 18
Views: 382

Re: The Transcendence Color Palette VS Other Games

I Think I understand what RPC means with this thread. How can transcendence compete with highly cartoonish, supernova bright effects that are present in some top down games ? These effects are those that tend to attract a lot casual players because they are bold and makes you go "whoaaaa, I buy that...
by digdug
Sun Sep 24, 2017 1:37 pm
Forum: Commonwealth
Topic: Easiest way to make money early in the game
Replies: 7
Views: 161

Re: Easiest way to make money early in the game

that's a fun godmod, but as a definition of godmod, it's fairly unbalanced. Or unfairly unbalanced ? but yeah, nothing can stand a chance against those weapons.

btw, welcome to the forums :D
by digdug
Sat Sep 23, 2017 10:30 pm
Forum: Commonwealth
Topic: Am I reading SteamSpy numbers right???
Replies: 10
Views: 225

Re: Am I reading SteamSpy numbers right???

I have an installation of transcendence which I keep offline for testing mods only.
by digdug
Fri Sep 22, 2017 9:56 pm
Forum: Commonwealth
Topic: Am I reading SteamSpy numbers right???
Replies: 10
Views: 225

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: 66092

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: 3
Views: 94

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: 270

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: 2419

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: 25
Views: 557

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: 1161

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: 39
Views: 896

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...