Search found 85 matches

by giantcabbage
Mon Sep 18, 2017 9:07 pm
Forum: Mod Announcements
Topic: Close Quarter Combat
Replies: 2
Views: 166

Re: Close Quarter Combat

I like this idea. I managed to play through the first couple of systems in 1.8a2 and everything seemed to work well.

Alas one of the 1.8a3 fixes has changed some functions to return numbers rather than strings which breaks the mod - probably this one ;o)
by giantcabbage
Sun Sep 17, 2017 8:02 pm
Forum: Commonwealth
Topic: When did finishing the game kill your save? Why is that ok?
Replies: 9
Views: 146

Re: When did finishing the game kill your save? Why is that ok?

My vote is to keep the General tab as the default first tab for the commodities exchanges as that is the one which shows commodities rather than devices / armor. In many space games commodity or trade goods are in a different tab or menu to ship devices / upgrades, so new players would likely expect...
by giantcabbage
Sat Aug 26, 2017 8:00 am
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 20
Views: 407

Re: Changing ships at shipyards

6. If you have wingmen (Volkov, etc.) you can either upgrade their ship (as above) or give your ship to them and trade in their ship. [Not sure the UI for this; maybe you just have to swap ships with them.] There should also be a way to install new devices / armor on your wingmen's existing ships. ...
by giantcabbage
Fri Aug 18, 2017 4:17 pm
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 19
Views: 379

Re: [Concept]: Outlaw miner update

For info, tbAsteroidOre is both level AND location scaled (i.e. different ore for metallic / organic / rocky asteroids). It is used for: ore found in asteroids Ferian station treasure ore carried by outlaw miner T31s sysAddRandomOreByValue selects random ore appropriate to the system using a probabi...
by giantcabbage
Thu Aug 17, 2017 7:25 pm
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 19
Views: 379

Re: [Concept]: Outlaw miner update

Looks like a good plan. Assuming you do this via git you don't have to do everything at once. In fact it's often easier to split large changes into smaller incremental alterations, that way each change is also easier to review and if George doesn't like a particular change you can just revert the co...
by giantcabbage
Wed Aug 16, 2017 6:36 pm
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 31
Views: 552

Re: Continuous beam weapons

I'm definitely swayed by the skeptics. And I particularly agree that there is no point in doing them if they don't add something interesting to the game. Currently Transcendence only really has two weapon types: (slow) bullets and (homing) missiles. There is even some overlap as not all missiles ar...
by giantcabbage
Sun Aug 13, 2017 5:41 pm
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 31
Views: 552

Re: Continuous beam weapons

1. Convert all lancers to continuous beam: Lancers were originally meant to simulate long beams, so this might be a natural evolution. We may or may not want to add more lancers to the game if we do this (particularly at lower levels). I've always disliked lancers as a player weapon due to the way ...
by giantcabbage
Sun Aug 13, 2017 2:06 pm
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 20
Views: 407

Re: Changing ships at shipyards

For SotP Commonwealth / Corporate shipyards I'd go with: Ronin, Centurion, Britannia, IAV, Asterion, Scorpion EP / near stars could add the UAS ships (Zulu, Oromo, Sotho, T31) Freighters (EI100, EI200, and Armstrong) probably need more trading content / balance before adding them as playable ships. ...
by giantcabbage
Sun Aug 06, 2017 11:22 am
Forum: New Developers
Topic: Getting started with git and github
Replies: 7
Views: 214

Re: Getting started with git and github

I've updated the original post with an expanded introduction and some use of the basic commands.
by giantcabbage
Sat Aug 05, 2017 6:20 pm
Forum: New Developers
Topic: Getting started with git and github
Replies: 7
Views: 214

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 ? You don't have to - you could commit your fixes ...
by giantcabbage
Fri Aug 04, 2017 7:24 pm
Forum: New Developers
Topic: Getting started with git and github
Replies: 7
Views: 214

Re: Getting started with git and github

I find that the GitHub Desktop works fine with the Kronosaur/master repository branches; just select the local master, then click Compare, select Kronosaur/master, then click Update from Kronosaur/master. What issues do you have with the Desktop? Mainly it seems to generate a lot of unnecessary "me...
by giantcabbage
Fri Aug 04, 2017 6:21 pm
Forum: New Developers
Topic: Getting started with git and github
Replies: 7
Views: 214

Getting started with git and github

This is a basic guide to making contributions via github Git is a distributed version control system which allows you to track all the changes to your project. It can be used for all sorts of projects: software development, Transcendence Mods, or even a book . With version control you have a record ...
by giantcabbage
Thu Jun 15, 2017 5:47 pm
Forum: Shipyards
Topic: action desc in scrAddAction query
Replies: 3
Views: 112

Re: action desc in scrAddAction query

They're two separate commands - you add the action with scrAddAction, then set the description e.g.: (scrAddAction gScreen 'actionTest -1 'Test 'T (dbgOutput "Boo")) (scrSetActionDesc gScreen 'actionTest "This will print Boo to the debug console") There are more examples in: RPGArmorDockScreens.xml ...
by giantcabbage
Mon May 01, 2017 10:12 am
Forum: Shipyards
Topic: Reload events
Replies: 5
Views: 214

Re: Reload events

In my upgradable wingmen mod you can install missile launchers on your wingmen. They will then automatically reload at stations selling ammo using code similar to their armor repair. Code is in:
https://github.com/gcabbage/Transcenden ... ingmen.xml
by giantcabbage
Sat Apr 29, 2017 6:54 pm
Forum: Announcements
Topic: 1.8 Alpha 1 Released
Replies: 5
Views: 1437

Re: 1.8 Alpha 1 Released

The early Benedict missions and Korolov at Charon were broken by my mission updates. The Benedict missions are just missing the sistersMission attribute and I've added a fix in the "MissionRefactor" mod available here: https://github.com/gcabbage/TranscendenceMods/archive/master.zip Edit: Initial ve...