Search found 2433 matches

by digdug
Mon Aug 28, 2017 8:46 pm
Forum: Announcements
Topic: Xelerus will no longer function from 1st September, 2017 [Edit: Actually it will, but we're replacing it anyway]
Replies: 29
Views: 45009

Re: Xelerus will no longer function from 1st September, 2017

We knew it was coming. It was only a matter of time :( It lasted 10 years, that's pretty good :D I used to do periodical dumps of Xelerus functions, this is my most recent one (pretty old, but might be still useful): https://www.dropbox.com/s/02cx39ou2hgtlzs/xelerus%20functionlist.txt?dl=0 Btw, thes...
by digdug
Fri Aug 25, 2017 9:58 am
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 39
Views: 20559

Re: Continuous beam weapons

I'm for 2,3,4,5,6,7,8.9. For the charge up mechanic, we can copy what many games do, for example Battleships Forever. (Small tracer beam with no damage, followed by larger beam) I'm not for replacing the ares lighting cannon. Smaller agile ships that come in swarms shouldn't have instabeams. Also, I...
by digdug
Fri Aug 18, 2017 4:38 pm
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 22
Views: 38980

Re: [Concept]: Outlaw miner update

If you like I can look at changing the mines over to system dependent ore (similar code could be reused for other enemy mines.) That way you don't need to add new stations for uranium/plasteel, and we automatically get mines for any new ores added via mods... You'll still want separate stations as ...
by digdug
Fri Aug 18, 2017 9:22 am
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 22
Views: 38980

Re: [Concept]: Outlaw miner update

This is a great idea. I'm interested to see better system level scaling for this faction. And since this already involves changing the code, why not letting the station choose the ore ? Let's have 1 single outlaw miners station, when it spawns , depending on system environment and level, it chooses ...
by digdug
Sun Aug 13, 2017 1:06 pm
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 20
Views: 17197

Re: Changing ships at shipyards

I would like to see upgrade paths, or at least an upgrade of a playership with a similar role playership. For example: - wolfen --> centurion --> centurion x - freighter --> EI200 --> some other larger freighter. upgrades can be done with a tradeoff: new ship can mount larger armor sections but it's...
by digdug
Fri Aug 11, 2017 6:06 pm
Forum: Announcements
Topic: 1.8 Alpha 2
Replies: 20
Views: 34165

Re: 1.8 Alpha 2

There were at least two undocumented features (not mentioned in the API spec) added in the 1.8 alphas. Firstly, the "healer" points that biotech ships use are hardcoded into the engine. Secondly, interior compartments can now be made into external "sections" that move with the ship. wouldn't be a g...
by digdug
Sat Aug 05, 2017 4:44 pm
Forum: New Developers
Topic: Getting started with git and github
Replies: 18
Views: 43648

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 ? I'm not sure how my cloned repo would work if I w...
by digdug
Thu Aug 03, 2017 7:30 pm
Forum: Shipyards
Topic: dockscreen special highlight keys query
Replies: 6
Views: 4809

Re: dockscreen special highlight keys query

if you remove esc or enter from the default actions of your dockscreen, you can have an inescapable dockscreen. This is really useful if the player has to do some actions in the dockscreen for it to close and you don't want the player to just press esc and close it :D
by digdug
Sun Jul 23, 2017 1:15 pm
Forum: Modding Reference
Topic: Function List — 1.8A2 (API 37)
Replies: 3
Views: 9895

Re: Function List — 1.8A2 (API 37)

sorry for the delay :P I made my usual diff :D Transcendence 1.8a2 (apiVersion 37) Diff from 1.8a1 RECENTLY ADDED FUNCTIONS (fmtCompose text [data]) -> string (fmtVerb verb pluralize) -> string (resGetImageProperty imageDesc property) -> value property 'height 'width (sovGetName sovereignID [flags])...
by digdug
Wed Jul 12, 2017 11:53 pm
Forum: The Drawing Board
Topic: [Mod Request] Fireworks Mod
Replies: 3
Views: 9071

Re: [Mod Request] Fireworks Mod

I've been playing with <GetParameters> and effects for a while. I do have random colored weapons, rainbow weapons and a number of supporting functions in WE6 such as: - RGB to HSL converter. - dec to hex to dec (taken from alterecco's DSF, and fixed because it has a bug) - function that converts '(0...
by digdug
Sat Jul 01, 2017 4:59 pm
Forum: Official Extensions
Topic: Coming Soon: Reign in Hell
Replies: 10
Views: 15651

Re: Coming Soon: Reign in Hell

sounds awesome ! looking forward to it ! :D
by digdug
Mon Jun 26, 2017 9:31 am
Forum: Mod Announcements
Topic: Network
Replies: 25
Views: 37559

Re: Network

nice. can you tell us what did you fix ? :D
by digdug
Sat May 27, 2017 4:16 pm
Forum: Ideas & Suggestions
Topic: Let's argue about cargo holds!
Replies: 27
Views: 14771

Re: Let's argue about cargo holds!

Transcendence is coming from roguelike tradition. Ships are character classes, they have different carry capacity and the cargo hold can be seen as the traditional "bag of holding". Currently, to survive better and/or for an optimal gameplay, you need a cargo hold. Loot is the player primary mean of...
by digdug
Fri May 19, 2017 9:01 pm
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 701744

Re: Transcendence Picture thread

Xephyr wrote:
Sun May 14, 2017 9:55 pm
Working on a new kind of alien stargate

Image
Awesome !
by digdug
Wed May 10, 2017 9:54 pm
Forum: Ideas & Suggestions
Topic: Let's argue about cargo holds!
Replies: 27
Views: 14771

Re: Let's argue about cargo holds!

Yes there should be an obvious way in which they are introduced.
what if the Korolov station to have some flavour text about the cargo hold ? maybe the player talking with some freighter pilot, can be suggested that smaller ships can install a cargo hold.