Search found 40 matches

by SolarGalaxy
Sun Jun 25, 2023 1:00 am
Forum: Welcome and Introductions
Topic: Old Player's Remarks
Replies: 1
Views: 12815

Re: Old Player's Remarks

I am not quite as an old player as you are, but I also agree, Transcendence still has a special place in my heart.

Sometimes I still boot up the game and watch the ships duke it out on the intro screen.

Best wishes to you and anyone else reading this!
by SolarGalaxy
Sun Jun 17, 2018 5:46 pm
Forum: Announcements
Topic: 1.8 Beta 2 is ready!
Replies: 23
Views: 52862

Re: 1.8 Beta 2 is ready!

Cool update.

Is it just me or are the vikings much larger now?
by SolarGalaxy
Sun Mar 04, 2018 2:59 am
Forum: Announcements
Topic: 1.8 Beta 1 is ready!
Replies: 75
Views: 1347828

Re: 1.8 Beta 1 is ready!

I like the look of the new Centurions. Especially the black ones.
by SolarGalaxy
Sat Dec 24, 2016 4:42 am
Forum: Commonwealth
Topic: 1.7 Beta 4 and Part II Alpha Test
Replies: 76
Views: 106238

Re: 1.7 Beta 4 and Part II Alpha Test

I feel that its strange that we don't encounter the Iocyrm since they're the guardians of the ancient races, will they be added in a later update? edit: I played as a sapphire until I got the Tor Quan swift, I skipped upgrading to the Eridan since the sapphire has the antimatter lamplighter weapon. ...
by SolarGalaxy
Tue Apr 19, 2016 4:11 pm
Forum: The Drawing Board
Topic: TransXtended > The Great Expansion > The Fallen Road
Replies: 25
Views: 18987

Re: TransXtended

Is the sung mothership's graphic a placeholder? Because, it'll turn invisible as it rotates. In order for it to have escorts. You need to put <Escort> tags and remove the <Ships> tag which is used for station guards. <Escorts> <Ship count="2d10+2" class="&scWindSlaver;" orders="patrol" patrolDist="2...
by SolarGalaxy
Sun Mar 27, 2016 12:37 am
Forum: Patch Discussions
Topic: 1.7a1a Issues that can be fixed in XML
Replies: 30
Views: 35459

Re: 1.7a1a Issues that can be fixed in XML

Do spelling errors go here too?

There's the minor one with "outpust" instead of "outpost" in Benedict01.xml on line 734.

Someone already mentioned it on ministry: https://ministry.kronosaur.com/record.hexm?id=54304
by SolarGalaxy
Tue Feb 09, 2016 10:08 pm
Forum: Announcements
Topic: 1.7 Alpha 1 Ready!
Replies: 78
Views: 946526

Re: 1.7 Alpha 1 Ready!

Kinetic explosions feel so much more powerful! Do they do more damage now? Also the laser cannon array is so much better now! I started up a new game of EP, looted a laser cannon array and killed 30 Borers and 32 hammerheads that were swarming around and mining in Kibo. Thermonuclear explosions look...
by SolarGalaxy
Mon Nov 09, 2015 5:46 am
Forum: Commonwealth
Topic: My first Permadeath
Replies: 9
Views: 7215

Re: My first Permadeath

Congrats! Thats a lot of phobos kills and in the manticore no less!
The very first registered game I beat was with the Manticore as well but I didn't do it permadeath. I got killed by a phobos when desperate escape was on cooldown....
by SolarGalaxy
Tue Oct 20, 2015 10:12 pm
Forum: Official Extensions
Topic: Osaka Player Ship
Replies: 18
Views: 29412

Re: Osaka Player Ship

Frontier 0.5 was Transcendence's predecessor, made in 1995. I can't find a working download link anymore, it seems to have disappeared along with other stuff when Transcendence's link changed to the multiverse. The only ship you could pilot in it was the Osaka. The Osaka is not a freighter like the ...
by SolarGalaxy
Sat Oct 03, 2015 6:45 pm
Forum: Mod Announcements
Topic: Shrike's Mines and Missiles ++ (1.1)
Replies: 32
Views: 28926

Re: Shrike's Mines and Missiles ++ (1.1)

Small thing: KM100 missiles should weigh 20kg like in Vanilla. Right now, they are 50kg and its ridiculous that its heavier than the KM120 missiles.

Good job on the mod, I've used the laser array and its a lot easier to hit with all 3 lasers now.
by SolarGalaxy
Sat Jul 25, 2015 3:30 pm
Forum: Bug Reports & Tech Support
Topic: Control scheme issues from DieuGirl LP on Youtube
Replies: 4
Views: 7938

Re: Control scheme issues from DieuGirl LP on Youtube

I think that he also needs to tell the player to press [F1] for the control scheme. Most players won't know how to stop their ship by using [.]. I also agree that stop needs to be mapped to the down key by default.
by SolarGalaxy
Sat Jun 13, 2015 1:56 pm
Forum: Stable (v1.7) Bug Reports
Topic: No tinker
Replies: 9
Views: 13060

Re: No tinker

I don't think tinker stations spawn that far into the game. Their spawn code is: levelFrequency= "uccuu r---- ----- ----- -----" Meaning that they are uncommon at level 1, 4, and 5 star systems. Common at level 2 and 3 star systems. And rare at level 6 star systems, which also happens to be the last...
by SolarGalaxy
Fri Jun 12, 2015 4:08 pm
Forum: Official Extensions
Topic: The Stars Beyond
Replies: 671
Views: 566909

Re: The Stars Beyond

With nearly half of 2015 gone, is it still likely that we'll get to see an open beta of TSB in 2015? There's a lot of cool new stuff that weren't in the old download. Such as the Domain's Nodeship and the (new?) Ansabi capital ship. And I think the Coalition's carrier? (In Transcendence Picture thre...
by SolarGalaxy
Thu May 28, 2015 12:00 am
Forum: Beta Bug Reports
Topic: Can't dock with Trading post Leo in Sol
Replies: 4
Views: 10934

Re: Can't dock with Trading post Leo in Sol

All docking ports will still be full if too many guards spawn, since they spawn docked to their station. A trading post's guards count is: <Ships standingCount="1d4+2"> <Lookup count="1d3" table="&tbCommDefenders;"/> </Ships> Its minimum number of ships is 3, max is 6, but it seems that 1-3 defender...
by SolarGalaxy
Sun May 24, 2015 12:03 am
Forum: The Drawing Board
Topic: Revamping the Outer Realm
Replies: 46
Views: 23627

Re: Revamping the Outer Realm

A CSC can destroy a worldship if it has a NAMI Heavy Launcher, which is why that in my opinion CSCs should really have a missile launcher or some other ammo based weaponry to defend themselves. Since the number of battles a CSC takes in itself should be small but critical (Phobos attack) in which it...