Search found 805 matches

by Xephyr
Fri May 31, 2019 12:03 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 405

Re: Some help with playerships please?

If u dont activate engine and turn ship around, you would swear that this ship has its jaw and tail opposite, watching the movement. I would realy like to fix it . Probably just a poorly centered model on my part. Being an unused graphic I wouldn't have noticed. Can't really be fixed without a re-r...
by Xephyr
Thu May 23, 2019 12:51 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 405

Re: Some help with playerships please?

There have been some API changes since, but here's the playership mod template from a mod jam a while back, but it should at least be functional. Copy and paste it into an IDE or an editor like Notepad ++ with the formatting set to XML to see what are comments and what is code. If you need graphics,...
by Xephyr
Fri Apr 26, 2019 6:03 pm
Forum: Shipyards
Topic: searching multiple levels of items help please
Replies: 3
Views: 103

Re: searching multiple levels of items help please

I'm a little rusty with tlisp, but enum should return a list, and there is a prime function that returns the first item in that list.
by Xephyr
Thu Apr 25, 2019 3:39 am
Forum: Commonwealth
Topic: Transcendence Version Archives
Replies: 26
Views: 11543

Re: Transcendence Version Archives

Huge fan of this idea, as I use mods excessively and many of them require old versions. Not trying to incite a riot, but there definitely is a need for an exhaustive archive among some portion of the community. As I've stated above, if someone with more knowledge than I starts an archive, I'm willi...
by Xephyr
Sat Apr 20, 2019 4:17 pm
Forum: Shipyards
Topic: CSC screen descriptions
Replies: 8
Views: 277

Re: CSC screen descriptions

Just a suggestion, but I think the mod would be more interesting if you incorporated more Fleet ships as task force units. For example, what if there were Aquila cruisers in some systems that would give you fleet missions as well? We don't get to see many of the cruisers in the game.
by Xephyr
Sat Apr 20, 2019 3:59 pm
Forum: Shipyards
Topic: libraries query
Replies: 1
Views: 51

Re: libraries query

You can include all the vanilla libraries without any issues, even if there are recursions within them. Specifying libraries is more important for keeping certain content out of your extension - For example, Vault of the Galaxy does not include the human space library, because otherwise human statio...
by Xephyr
Sat Apr 20, 2019 3:11 am
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 6937

Re: Multiverse open for uploading mods

Couple more questions though. What is the 'Resources' section for? In this mod the images are included in the tdb file. The 'Description' section says "The description is displayed in Transcendence in the Mod Collection screen. Do not use any markup.' What is markup? Is the 'Required libraries' sec...
by Xephyr
Thu Apr 11, 2019 7:10 pm
Forum: Bug Reports & Tech Support
Topic: Anton Nasser
Replies: 1
Views: 85

Re: Anton Nasser

This was supposed to be fixed in 1.7, but maybe its just a persistent bug. If you have a howitzer you can try giving him some momentum to reset his path, but be careful you don't make him angry. Otherwise, you might just have to self destruct and restart the mission. It sucks, but unless you're in d...
by Xephyr
Mon Apr 08, 2019 7:06 am
Forum: Commonwealth
Topic: missions are too hard
Replies: 3
Views: 283

Re: missions are too hard

There are two special mission types that I know of. 'deliveryMission' and 'onDockMission'. The delivery missions don't always actually involve delivering anything. If the differences for these and any other special sorts of missions could also be explained it would be helpful. There are a few deliv...
by Xephyr
Fri Apr 05, 2019 9:43 am
Forum: Beginner's Luck
Topic: Missing Huari
Replies: 6
Views: 316

Re: Missing Huari

They're still in the game. If you kill enough Sung they become friendly, so be sure to read green station labels too.
by Xephyr
Thu Apr 04, 2019 9:50 pm
Forum: Shipyards
Topic: various questions and stuff
Replies: 40
Views: 6043

Re: various questions and stuff

Yeah it's hard-coded. You would have to code up an event handler or something to be selective about wrecks.
by Xephyr
Fri Mar 29, 2019 3:40 am
Forum: Commonwealth
Topic: missions are too hard
Replies: 3
Views: 283

Re: missions are too hard

I'm all for this idea. What might help is some highly commented missions built as templates - something like 10 example missions that are each unique. That would provide enough of a basis for most people to get started. Here's some examples, can we think of any more? - go to location X and kill thre...
by Xephyr
Tue Mar 26, 2019 12:42 am
Forum: Anacreon General Discussions
Topic: End of Era 5
Replies: 5
Views: 414

Re: End of Era 5

It looks like the new scenario is uh, pretty broken

Most planet names are "null", and I can't interact with my planet either.
null.png
null.png (719.22 KiB) Viewed 412 times
by Xephyr
Tue Mar 05, 2019 5:07 am
Forum: Shipyards
Topic: Multiverse open for uploading mods
Replies: 37
Views: 6937

Re: Multiverse open for uploading mods

relanat wrote:
Tue Mar 05, 2019 2:08 am
What size is preferred for the icon image? Or does it scale up and down to best fit?
Icon images are 200×150px.
by Xephyr
Sun Mar 03, 2019 7:11 pm
Forum: Ideas & Suggestions
Topic: The connection between part I and II.
Replies: 18
Views: 806

Re: The connection between part I and II.

With some engine side modifications, we could probably write an xml file at the end of part 1 that functions like an optional extension for part 2. Basically a playership mod written on the fly that typCreates the part 1 content. I'm not sure how useful it would be though, since you want to switch s...