Search found 940 matches
- Wed Mar 22, 2017 6:33 am
- Forum: The Drawing Board
- Topic: Corporation Mods (or something like that)
- Replies: 7
- Views: 10899
Re: Corporation Mods (or something like that)
This is great. Well done. The cash images are excellent. And I like the way you have used the old station images so your stations are different. You might need to put the Corporation area stargate a bit closer to the other stations so people can find it. Not out on the edge of the system. Some of th...
- Tue Mar 21, 2017 5:29 am
- Forum: Shipyards
- Topic: Changing ships and gPlayership
- Replies: 2
- Views: 2254
Re: Changing ships and gPlayership
Shouldn't need to. ChangeShipMod automatically sets gPlayership as the new ship many times. Unless something in 1.7 broke it. EDIT: Just checked, working fine. It puts a new reactor into gPlayership no problems. I've been messing about with wingmen and it's driving me nuts. Possibly escort needs the...
- Tue Mar 21, 2017 3:54 am
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 407685
Re: The Backroads — an alternate route
I did get an error message TheBackroads.TDB: Line (46): Unable to find library: a010fff in the Mod Collection game screen (where it lists the files in your Collection) when it was downloading. It vanished at the end of the download. It downloaded OK though. And yikes, it is big. ====================...
- Tue Mar 21, 2017 3:32 am
- Forum: Modding Reference
- Topic: Transcendence Changelog
- Replies: 21
- Views: 25653
Re: Transcendence Changelog
Yep, link working. Thank you.
- Sat Mar 18, 2017 12:02 am
- Forum: Mod Announcements
- Topic: Shield Capacitors
- Replies: 8
- Views: 8398
Re: Shield Capacitors
Still getting the Microsoft error message in 1.7. But you're not alone. I used typCreate in a different mod and it also gives the same Microsoft error message. See https://forums.kronosaur.com/viewtopic.php?f=8&t=8049 for details. Still XP. Also with the introduction of the circular default HUDs, Sh...
- Fri Mar 17, 2017 11:48 pm
- Forum: Modding Reference
- Topic: Transcendence Changelog
- Replies: 21
- Views: 25653
Re: Transcendence Changelog
Dropbox link in the OP not working. Shrike mentioned something about dropbox changing stuff that affects mods.
And yes, I find the changelog very useful. Thanks for doing this.
And yes, I find the changelog very useful. Thanks for doing this.
- Fri Mar 17, 2017 11:41 pm
- Forum: Modding Reference
- Topic: XML modification tutorial
- Replies: 5
- Views: 11070
Re: XML modification tutorial
Excellent. Thank you again. Got it now. This makes it clearer too. https://ministry.kronosaur.com/record.hexm?id=69815 Couple of things. It seems that any library you want to extend has to be in hexUNID format, not text/entity format. So extends= "0x00100000" not &unidHumanSpaceLibrary;. The textUNI...
- Wed Mar 15, 2017 3:25 am
- Forum: Shipyards
- Topic: Inputting straight from the keyboard query
- Replies: 4
- Views: 3736
Inputting straight from the keyboard query
Although we can set the keyboard keys to different actions eg fire weapon, pause game, is there any way of linking code directly to a key. Not like using 'U'se and then using a key but directly while playing. As an example to make a Jotun-like deflector a lot more convenient ideally there could be t...
- Wed Mar 15, 2017 2:53 am
- Forum: Mod Announcements
- Topic: Semesta I.G.C
- Replies: 78
- Views: 88825
Re: Semesta I.G.C
Glad you're back. I didn't find any compatibility problems in Version 1.7 but didn't have much time to play.
That green sun is awesome.
And I love the auton filled systems. The way they fire from beyond visual range is great. Weapons fire and sounds everywhere. Yeehaa.
That green sun is awesome.
And I love the auton filled systems. The way they fire from beyond visual range is great. Weapons fire and sounds everywhere. Yeehaa.
- Wed Mar 15, 2017 12:23 am
- Forum: Official Extensions
- Topic: Project Renegade (Beta) (1.7)
- Replies: 34
- Views: 53213
Re: Project Renegade (Beta) (1.7)
0.26.5 feedback Possible glitch in the docksceen sequencing. I didn't get the Ace Medallion until I redocked later despite being told I was going to get a reward but I'm pretty hazy on what happened so don't take this as gospel. Disregard this. I just didn't realise that the reward was credits and t...
- Tue Mar 14, 2017 11:26 pm
- Forum: Modding Reference
- Topic: XML modification tutorial
- Replies: 5
- Views: 11070
Re: XML modification tutorial
IMPORTANT EDIT: I put a typo in my request topic which was inadvertantly carried over to this topic. <SellShip criteria="s L:1-13;" priceAdj="110"/> should NOT have a semi-colon ; after the 's' criteria. The correct code is that shown above. ================== This is excellent. Many thanks for doin...
- Tue Mar 14, 2017 2:38 am
- Forum: Mod Announcements
- Topic: Loyal Fleet Settlements
- Replies: 4
- Views: 10484
Re: Loyal Fleet Settlements
Er, um, I uploaded the old version back again last time. Now Version 2 has been reuploaded at 225 downloads... really honestly truly.
- Tue Mar 14, 2017 2:32 am
- Forum: Shipyards
- Topic: sorting node IDs edgeward to coreward query
- Replies: 3
- Views: 2464
Re: sorting node IDs edgeward to coreward query
That sounds ideal. Thank you VM.
- Tue Mar 14, 2017 2:29 am
- Forum: Modding Reference
- Topic: How to decompile the Source code for modding
- Replies: 4
- Views: 12206
How to decompile the Source code for modding
OK, so you want to start modding. Great, it's good fun. One of the things you'll need is called the source code. This is a whole heap of .xml files which contain the code that makes the game do stuff. (Note that there is also game engine code which is hardcoded into Transcendence and cannot be chang...
- Tue Mar 14, 2017 1:22 am
- Forum: Shipyards
- Topic: sorting node IDs edgeward to coreward query
- Replies: 3
- Views: 2464
sorting node IDs edgeward to coreward query
I've got a couple of mods which would benefit from a list of systems running from Edgeward to Coreward. The node IDs are generated by unvFindObject which doesn't run them in order. In SOTP it starts at C1 and tacks SE onto the end. So I'm looking to sort an unvFindObject list by sysGetTopologyDistan...