Search found 85 matches
- Tue Jun 14, 2011 8:58 pm
- Forum: Shipyards
- Topic: Shields and Armor: average values for weight, HP, and cost
- Replies: 0
- Views: 1350
Shields and Armor: average values for weight, HP, and cost
Maybe somebody can use this as a modding resource... I always had trouble deciding what level and value I should attach to new shields and armor I created. A year or so ago I plugged every XML that TransData could give me into Excel and turned it into a chart showing high, low, and average values fo...
- Fri Jun 10, 2011 8:59 pm
- Forum: Shipyards
- Topic: Trigger an event any time a player uses a stargate?
- Replies: 2
- Views: 1503
Trigger an event any time a player uses a stargate?
How do I trigger an event any time a player uses a stargate? It can be on entering or exiting, doesn't matter. Is there a virtual device I can add to a playership that would activate automatically upon entering a system?
- Wed Jun 08, 2011 2:32 am
- Forum: Mod Announcements
- Topic: [New Mod] New Sounds - all weapon sounds replaced
- Replies: 6
- Views: 4351
Re: [New Mod] New Sounds - all weapon sounds replaced
Prophet, your mods are legendary. I'd be honored! Go right ahead.
- Tue Jun 07, 2011 2:17 am
- Forum: Mod Announcements
- Topic: [New Mod] New Sounds - all weapon sounds replaced
- Replies: 6
- Views: 4351
Re: [New Mod] New Sounds - all weapon sounds replaced
You're welcome! Makes the game far less tedious. Coupled with an MP3 hack, it makes for a much more enjoyable game.
- Tue Jun 07, 2011 2:15 am
- Forum: Mod Announcements
- Topic: [NEW MOD] ALL stock ships playable
- Replies: 2
- Views: 5229
Re: [NEW MOD] ALL stock ships playable
Updated! History: 2010-01-01 Initial version. 60 ships. 2010-01-06 Second version. All stock ships playable (141 as of 1.0RC4). Corrected a few bugs from 2010-01-01. 2010-01-08 Bugfix version. I had uploaded a version I ZIPped before the playtesting corrections. Sorry! 2010-02-09 Added Volume 7, up...
- Mon Jun 06, 2011 3:46 am
- Forum: Mod Announcements
- Topic: [New Mod] New Sounds - all weapon sounds replaced
- Replies: 6
- Views: 4351
[New Mod] New Sounds - all weapon sounds replaced
This mod adds new sound effects to every weapon in Transcendence. Generally, each weapon's new firing sound depends on its damage type (laser, kinetic, particle, etc.). Some weapons have special sounds for dual-fire mode. Missile launches also have new sounds. It overwrites all standard Transcendenc...
- Fri Feb 19, 2010 9:55 pm
- Forum: Beginner's Luck
- Topic: What Armor Can My Ship Use?
- Replies: 3
- Views: 3323
I like Bobby's idea. What I'd really like is a Ship Status screen in general: info from the intro and ship selection screens, ships destroyed, most powerful enemy defeated, ranks with Korolov / Militia / Fleet / Black Market / Domina, Cash and Rins on hand, etc. I know the game keeps all those varia...
- Tue Feb 16, 2010 3:34 am
- Forum: Shipyards
- Topic: Creating a single-shot missile: OnFireWeapon help?
- Replies: 8
- Views: 3690
Almost got it! Changed from a 1-charge version of the DM600 to an Invokeable item. Now it *almost* works: <!-- SSM2 --> <ItemType UNID="&itSSM2;" name= "single shot missile" level= "3" value= "200" mass= "100" frequency= "uncommon" modifiers= "MajorItem" description= "Single-shot missile test item ....
- Mon Feb 15, 2010 4:33 pm
- Forum: Announcements
- Topic: RC7
- Replies: 37
- Views: 24004
- Sat Feb 13, 2010 5:28 am
- Forum: Shipyards
- Topic: Creating a single-shot missile: OnFireWeapon help?
- Replies: 8
- Views: 3690
Replacing OnFireWeapon with OnUpdate almost works. It will uninstall the now-empty launcher correctly. But the following line: (objRemoveItem gPlayerShip (itmCreate &itDisposableLauncher; 1)) tries to remove all of the launchers, not just the empty one. Maybe I'm going about this the wrong way. If t...
- Sat Feb 13, 2010 2:53 am
- Forum: Shipyards
- Topic: Creating a single-shot missile: OnFireWeapon help?
- Replies: 8
- Views: 3690
Creating a single-shot missile: OnFireWeapon help?
Trying to make a version of the DM600 (itDisposableLauncher) that will uninstall and delete itself once its missiles are expended. I'm pretty good at causing a crash to desktop, that's for sure. What am I missing? <?xml version="1.0" ?> <!DOCTYPE TranscendenceExtension [ <!ENTITY unidExtension "0xD0...
- Thu Feb 11, 2010 3:55 am
- Forum: Shipyards
- Topic: TheLastBrunnenG's mods: 10-FEB-2010 bugfixes & an update
- Replies: 6
- Views: 2987
>>>I get the error "Unable to load image 'ptera1mask.bmp'" when trying out the Pteravore mod. My fault, I missed a file in the latest re-zip. Fixed! >>>Shouldn't this thread be a continuation of your other one? I was hoping the other thread would stay down the queue a little. From now on, I'll confi...
- Thu Feb 11, 2010 3:49 am
- Forum: Mod Announcements
- Topic: [NEW MOD] 4 new mods, incl. Playable Pteravore & Ares
- Replies: 13
- Views: 7946
If there is a chance you would find it interesting, how about making a mid-game mod. One that starts you off in St.K's or something, with a random starting equipment and some korolov missions fulfilled or such. It would make a great mod for someone like me who plays little to get a peek at the mid/...
- Thu Feb 11, 2010 3:48 am
- Forum: Mod Announcements
- Topic: [NEW MOD] 4 new mods, incl. Playable Pteravore & Ares
- Replies: 13
- Views: 7946
1. Needs organic armor (organic armors regenerate). The Pteravore is an orgamism, and as such is probably not made out of plasteel. - Agreed. I used Plasteel because that's what George assigned to the Pteravore Lair. Organic armor is next. 2. Pterevore lairs need more options other than just refueli...
- Thu Feb 11, 2010 3:43 am
- Forum: Mod Announcements
- Topic: [NEW MOD] 4 new mods, incl. Playable Pteravore & Ares
- Replies: 13
- Views: 7946