Search found 104 matches

by giantcabbage
Sun Oct 08, 2017 3:04 pm
Forum: Shipyards
Topic: language inherit query
Replies: 2
Views: 2389

Re: language inherit query

There are two ways to reduce the amount of duplication. One is to inherit from a base class. With a station baseclass you can inherit the language, events, docking ports etc. However, you cannot currently inherit the DockScreens elements. For example: <StationType UNID="&baStarGate"> <DockingPorts> ...
by giantcabbage
Sun Oct 08, 2017 2:48 pm
Forum: Shipyards
Topic: thanks to giantcabbage and George for debug console improvements
Replies: 2
Views: 2547

Re: thanks to giantcabbage and George for debug console improvements

Glad you liked it! Tab is probably one of the most used keys on my keyboard ;o)
by giantcabbage
Sat Sep 30, 2017 12:33 pm
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 39
Views: 20426

Re: Continuous beam weapons

If anything, I like to be able to zoom the SRS screen out and see more long-range combat. Other games I play (Endless Sky one of them) seem to have a fetish for short-range combat, which gets annoying at times. Overuse of short-range combat feels more like hack-and-slash instead of a shooting game....
by giantcabbage
Sat Sep 30, 2017 12:12 pm
Forum: Mod Announcements
Topic: Close Quarter Combat
Replies: 4
Views: 10118

Re: Close Quarter Combat

Yes, I completed a full play through on 1.8a3 and it definitely helped reduce a lot of the boring combat - shooting at ships looks a lot better than waiting for little red dots to disappear. Have you considered making this a registered extension? Might get more attention and get others / George to t...
by giantcabbage
Mon Sep 18, 2017 9:07 pm
Forum: Mod Announcements
Topic: Close Quarter Combat
Replies: 4
Views: 10118

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: 13
Views: 7626

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: 17084

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: 22
Views: 37592

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: 22
Views: 37592

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: 39
Views: 20426

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: 39
Views: 20426

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: 17084

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: 18
Views: 42124

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: 18
Views: 42124

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: 18
Views: 42124

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...