Search found 697 matches

by relanat
Wed Mar 16, 2016 2:11 am
Forum: Mod Announcements
Topic: Smart Spiders and Arrays
Replies: 33
Views: 12478

Re: Smart Spiders and Arrays

Um, there isn't an array in the box anymore! (0.26a) And the 3 Corsair-IIs is much better. Still tough but not deadly 95% of the time. You could try a couple of Corsairs as well as a couple of Corsair-IIs. Or maybe a Viking. Or a random mix. One of the reasons the Drake is so tough is because of the...
by relanat
Wed Mar 16, 2016 2:05 am
Forum: Official Extensions
Topic: Project Renegade (Beta) (1.7)
Replies: 32
Views: 11442

Re: Project Renegade (Beta) (1.7)

Awesome. I had been eagerly awaiting this. There is no doubt about your graphics skills. The Tbird is great, the crisscross beams rock, the thrust effect that kicks in after half a second is excellent. The Gwillim complex looks even better in the game that I thought it would (and it already looked g...
by relanat
Wed Mar 16, 2016 1:44 am
Forum: The Drawing Board
Topic: Reprogrammed Launchers: experiment in typGetXML + typCreate
Replies: 25
Views: 5855

Re: Reprogrammed Launchers

For the Exit/identify problem try (scrExitScreen gScreen 'forceUndock) without the <Exit/>. I copied it from somewhere. I'd never seen <Exit/> before this. Possibly <Exit/> was never meant to be used with code. It may have been designed as a straight 'get back to space' function with nothing able to...
by relanat
Fri Mar 11, 2016 3:39 am
Forum: Shipyards
Topic: Monthly Mod Jam — February 2016
Replies: 22
Views: 3123

Re: Monthly Mod Jam — February 2016

A quick post to give credit where it is due. Thanks to: AP for such a great idea and all the help and the graphics (and xephyr for stepping up when needed). PM for the armor HUD (from PSD6 mod). Also Arkheias, PM, JBW, gunship256 (esp. the Playership mod (plus the writers of the other ship and playe...
by relanat
Fri Mar 11, 2016 3:31 am
Forum: The Drawing Board
Topic: Reprogrammed Launchers: experiment in typGetXML + typCreate
Replies: 25
Views: 5855

Re: Reprogrammed Launchers

Aw, I couldn't resist having a look any longer. Great idea. I only got as far as reprogramming the NAMI launcher in a Wolfen and firing a couple of SmartCannon rounds before I dived into the code. ============================== This is a new topic I was going to put on the forum. Here will do. Might...
by relanat
Tue Mar 08, 2016 1:20 am
Forum: Mod Announcements
Topic: PM's mods
Replies: 300
Views: 101291

Re: PM's mods

Re QuickLootOre. In 1.7a1a I've noticed that the playership doesn't come to a complete stop after it has collected the ore like it used to several versions ago (Trans 1.1). Now the ship keeps travelling slowly at the ore's speed and direction. Any chance of an update to bring the ship to a halt afte...
by relanat
Tue Mar 08, 2016 1:02 am
Forum: Transcendence Fan Fiction
Topic: The Motivation
Replies: 24
Views: 5051

Re: The Motivation

Part of what makes this so good is that you can picture in your head what is happening with images from Transcendence. Great stuff.

Mental note: make a ramming mod so I can slam my Manticore into other ships :lol: .
by relanat
Thu Mar 03, 2016 5:43 am
Forum: Mod Announcements
Topic: Cabbage Corp
Replies: 60
Views: 21581

Re: Cabbage Corp

Found a typo.

Last sentence says "Heavier armors segments...." which I think should be "Heavier armor segments..."; dropping the 's' on armors.

Looks like it's in a lot of the Cabbagium armors.

I've attached a pic.

Awesome mod :D .
by relanat
Thu Mar 03, 2016 5:15 am
Forum: The Drawing Board
Topic: Swivel Weapons Platforms
Replies: 36
Views: 8765

Re: Swivel Weapons Platforms

Feedback for 0.17 alpha

Atalanta Mark 1's are good. There was a heap of them available so I installed 3. Loved it. Possibly up the power use to 2 MW.

Not sure if they should speed up launchers as well though. Doesn't feel quite right (but it is good fun).
by relanat
Thu Mar 03, 2016 5:12 am
Forum: Mod Announcements
Topic: Defiant Prototype alpha
Replies: 10
Views: 2426

Re: Defiant Prototype alpha

Maybe: Line 576: after (leq roll 44) you need a 'switch' that might help with the radiation. and for the reactor ionization put the bracket on line 646 two lines further down or three lines up. Not sure on this one. ============================= Would you have wanted to become irradiated within the ...
by relanat
Thu Mar 03, 2016 5:07 am
Forum: The Drawing Board
Topic: Ship rotation mod idea.
Replies: 34
Views: 4958

Re: Ship rotation mod idea.

What about a slotless device that would make your ship turn to face whatever target is selected? It could have an invoke key to prevent having to go through a dockscreen. Yes. I lke this idea and will probably do it but will stick to the dockscreen for now because I know how to use them. I've only ...
by relanat
Fri Feb 26, 2016 5:03 am
Forum: Ideas & Suggestions
Topic: Requesting MORE Solar Armor
Replies: 14
Views: 2324

Re: Requesting MORE Solar Armor

I've been thinking about this. I like solar items too, but rarely use Solar armor past Rigel and never past St Kats because it has so little blast resistance. No problem putting the solar property on different armors but, to my thinking, there needs to be a tradeoff to get it. Possibly, based on the...
by relanat
Fri Feb 26, 2016 4:46 am
Forum: Mod Announcements
Topic: Smart Spiders and Arrays
Replies: 33
Views: 12478

Re: Smart Spiders and Arrays

Yes. You could be right. I had a vague impresion of a ship being near the Drake wreck on one occasion when it happened but put it down as "Nope, that doesn't happen so it couldn't be that :roll: ".
by relanat
Fri Feb 26, 2016 4:30 am
Forum: The Drawing Board
Topic: Ship rotation mod idea.
Replies: 34
Views: 4958

Re: Ship rotation mod idea.

:lol: :lol: :lol: Here's a post I wrote offline last night. The main thing is to remember that I get there in the end (and it might help if you type slower so I can understand things better :lol: ). ================= OK, OK, wait, I get it, marsrocks. You weren't talking about a launcher, just using...
by relanat
Fri Feb 26, 2016 3:43 am
Forum: Shipyards
Topic: Device slot code help please
Replies: 5
Views: 645

Re: Device slot code help please

I don't think Transcendence really has slots, in the sense of distinct locations in which devices can be installed. The <DeviceSlot> XML elements just add certain properties to any installed devices that match the criteria. Cheers. I wish I'd known that before I wasted all that time :lol: . I'll pu...