Search found 1058 matches
- Thu Jul 17, 2014 7:43 am
- Forum: Shipyards
- Topic: Offering free code/modding help
- Replies: 19
- Views: 12341
Re: Offering free code/modding help
Modify auton bay dockscresn to enable: -Remove specific device -Repairing armor with patches/repair kits (taking the players repair skill into account) -Using barrels on armor -Using enhancing items on an installed weapon/device -Showing the slot/armor/power restrictions on the relevant dockscreens...
- Tue Jul 15, 2014 8:14 pm
- Forum: Commonwealth
- Topic: The Fusion Nightmare
- Replies: 7
- Views: 5738
Re: The Fusion Nightmare
…it probably does not make sense to burn lots of enhancers on a side-mounted weapon only to lose it on an unlucky hit. I don’t think you can use enhancers on side-mounts, can you? Unless something got changed that I haven’t noticed yet, enhancers can only be applied to your currently selected main...
- Tue Jul 15, 2014 4:35 am
- Forum: Commonwealth
- Topic: The Fusion Nightmare
- Replies: 7
- Views: 5738
Re: The Fusion Nightmare
This might possibly be even more ridiculous if you can manage to use Ingenuity to have Domina beef up the sidemounts, too. Too lazy to calculate the DPS on it, myself, but imagine tacking an extra 40% onto each of those.
- Sat Jul 12, 2014 10:11 pm
- Forum: Shipyards
- Topic: I got a troblem
- Replies: 2
- Views: 1903
Re: I got a troblem
I can’t help with most of it, but I can at least point you at the Tripoli. It’s in EncountersVol01.xml as the third ship in the Marauder section. As for design changes, you’d have to compare to old versions. I don’t still have those to check back on.
- Thu Jul 10, 2014 2:42 pm
- Forum: Bug Reports & Tech Support
- Topic: A handful of 1.3 bugs
- Replies: 5
- Views: 4323
Re: A handful of 1.3 bugs
AP, run Transcendence through Wine from a terminal session and tell me if you see any spammy error output. Post it here, or if it's what I'm thinking, at least a short portion of it. The entirety of the output from game launch, starting a new game, through the first Benedictine quest, roaming arou...
- Wed Jul 09, 2014 1:12 am
- Forum: Commonwealth
- Topic: Soundtrack Beta Test
- Replies: 19
- Views: 10499
Re: Soundtrack Beta Test
I get the same problem. Are you running Transcendence on Linux via WINE, perchance?Ttech wrote:I added this to my collection, I hear no sound. :(
- Tue Jul 08, 2014 7:08 am
- Forum: Ideas & Suggestions
- Topic: Weapon sound revamp
- Replies: 11
- Views: 6771
Re: Weapon sound revamp
I really wish I could offer more to this thread than just a simple “+1” — advice, an offer to do up some sound effects, anything — but I really don’t. So I guess just a “+1” will have to do.
- Tue Jul 08, 2014 1:29 am
- Forum: Beta Bug Reports
- Topic: More Benedict Bugs
- Replies: 4
- Views: 10861
Re: More Benedict Bugs
I’ve got a bug to add to this one, myself. If you have a weapon in your hold that Benedict tells you to go get installed, but you sell it instead, going back to the Sisters will still have him telling you to go install it. If the weapon in question was, say, a Bolide blaster or a Centauri recoilles...
- Mon Jul 07, 2014 8:44 pm
- Forum: Announcements
- Topic: 1.3 Released!
- Replies: 43
- Views: 48761
Re: 1.3 Released!
Erm, Heavy Iocrym Armor segments are basically the ultimate armor in vanilla, not counting the immortal Hierosteel Plates. And since it's strictly only ever equipped on the ICS, which is outside of the QZ, and also is of level XIII, not just X, these things just should not appear anywhere except on...
- Mon Jul 07, 2014 8:29 pm
- Forum: Mod Announcements
- Topic: AE Mod Collection
- Replies: 61
- Views: 204550
Re: AE Mod Collection
…Um. Good question. Let’s find out. *Fires up Transcendence. Clicks extension. Starts game. …Waits for everything to process… Quits game. Checks debug.log.* Comparing different variations on the same ship that have different loadouts, it looks like thrustToWeight does include installed armor/devi...
- Mon Jul 07, 2014 10:49 am
- Forum: Mod Announcements
- Topic: AE Mod Collection
- Replies: 61
- Views: 204550
Re: AE Mod Collection
The most recent addition: AE - Ship Table Generator . This is purely a utility mod, it has no affect on game play. No ships, no weapons, no nothing. All it does is generate a table of all the ship classes — from vanilla and any loaded mods — at the start of a game. It prints out a list of each shi...
- Mon Jul 07, 2014 9:00 am
- Forum: Announcements
- Topic: 1.3 Released!
- Replies: 43
- Views: 48761
Re: 1.3 Released!
Has anyone come across any Heavy Iocrym armor segments? i was playing recently and found a lvl 13 segment in a smashed up ares shipyard. is this part of corporate command or the vanilla ? I’ve actually came across a full set of neutronium at a wrecked station before. That was before I had Corporat...
- Fri Jul 04, 2014 6:47 pm
- Forum: Commonwealth
- Topic: The Ion9 seems rather decent now
- Replies: 10
- Views: 7916
Re: The Ion9 seems rather decent now
5. The Ion9 MAY do unusually high station damage I have not tested this, but it seems that the WMD check may also be done on a per-fragment/particle basis. If this is the case, the absolute minimum damage against a hardened target would be the number of particles fired in a burst. This would make t...
- Thu Jul 03, 2014 10:42 am
- Forum: Shipyards
- Topic: Undocking events?
- Replies: 3
- Views: 1971
Re: Undocking events?
As near as I can make out, those are built into the station’s code. What I’m needing is more along the lines of a way to check when you undock from any station.
- Tue Jul 01, 2014 5:01 am
- Forum: Shipyards
- Topic: Undocking events?
- Replies: 3
- Views: 1971
Undocking events?
Pretty much exactly what it says on the tin. There’s <OnObjDocked> to fire events when something docks anywhere, but is there a way to make an event fire when something undocks? If not, I may need to post a feature request for an <OnObjUndocked> or the like.