Search found 1912 matches
- Tue Feb 07, 2012 11:55 am
- Forum: Ideas & Suggestions
- Topic: tscript database functions and uses
- Replies: 2
- Views: 1736
tscript database functions and uses
expanding on ticket the on the tracker. For those who do not want to follow the link it is basically asking for two functions. (dbGetData dbName key) -> the string associated with that key in that database (dbSetData dbName key value) These would open up many possibilities. These are not meant to be...
- Mon Feb 06, 2012 11:44 pm
- Forum: Ideas & Suggestions
- Topic: external tool needs
- Replies: 1
- Views: 1468
external tool needs
If you where going to make an external tool for transcendence (for example an IDE) what kind of things could George do to help that?
reloading xml? reading and writing an external database from script?
edit: from IRC maybe the external tool can say what xml files to load?
reloading xml? reading and writing an external database from script?
edit: from IRC maybe the external tool can say what xml files to load?
- Sun Feb 05, 2012 5:03 am
- Forum: Shipyards
- Topic: transcendence modding assumptions
- Replies: 1
- Views: 1392
transcendence modding assumptions
All programs have assumptions. They are needed to simplify and/or speed up the code. So what kinds of assumptions go into transcendence code? Of course George would know most if not all but if anyone else knows some please share. A couple off the top of my head are. UNIDs need to be stable. When scr...
- Sun Feb 05, 2012 4:50 am
- Forum: Commonwealth
- Topic: focusing wants and feedback
- Replies: 2
- Views: 1716
focusing wants and feedback
One thing I would like to see is George making a thread every so often stating a general topic for how the game progresses. For example ,how would moddable UI look to you?, or ,what do you want to do when you get to a new system? and the various permutations with that (such as you know the system is...
- Sun Jan 29, 2012 8:19 pm
- Forum: Ideas & Suggestions
- Topic: sandbox directory
- Replies: 0
- Views: 1190
sandbox directory
i would like to have a sandbox directory for mods. This would be a safe directory where tlisp could read and write files. It would allow the saving of data separate from save files allowing game changes over time. For simplicity a line read/writing file functions would work nicely where they are rea...
- Fri Jan 20, 2012 3:53 am
- Forum: Commonwealth
- Topic: It has been a long time.
- Replies: 3
- Views: 1988
Re: It has been a long time.
system two: Sadly boring. Started in the outer ring so went around killed everything. Went around the inner ring killing everything except a Korolov station (the only friendly in the system). Went back a system and got a class 2 shield. Did 3 missions for Korolov before they ran out (as I said only ...
- Wed Jan 18, 2012 10:08 pm
- Forum: Commonwealth
- Topic: It has been a long time.
- Replies: 3
- Views: 1988
It has been a long time.
So I haven't played transcendence in a very long time. So I thought I would do a system by system log of my progress through my first game back. The first system was pretty much as I remembered (I chose the yacht). As my first act I destroyed the sisters station and 4 segments of xmh armor and some ...
- Mon Jan 16, 2012 8:56 pm
- Forum: IRC Days
- Topic: IRC Day 2012
- Replies: 24
- Views: 32259
Re: IRC Day 2012
I will be there. There will be hard hitting questions making him pay for what he has done to us.
- Mon Jan 16, 2012 10:38 am
- Forum: Commonwealth
- Topic: The Future of Transcendence
- Replies: 27
- Views: 11749
Re: The Future of Transcendence
wow I just read the global mod server idea. That is a wonderful idea.
Are there plans for doing this with just one computer first or do you want to avoid mods saving data separate from the main game save?
Are there plans for doing this with just one computer first or do you want to avoid mods saving data separate from the main game save?
- Mon Jan 16, 2012 10:30 am
- Forum: Ideas & Suggestions
- Topic: non interacting player ship
- Replies: 5
- Views: 2576
non interacting player ship
A non interacting mode would be useful in the game. For example showing historic battles or for alternate systems (domina shows you what could happen)
This could also be useful for mods, choosing station location to be built, being a general in battle, diplomatic and story based mods.
This could also be useful for mods, choosing station location to be built, being a general in battle, diplomatic and story based mods.
- Mon Jan 16, 2012 10:21 am
- Forum: Commonwealth
- Topic: multiverse as a game changer
- Replies: 1
- Views: 1520
multiverse as a game changer
The multiverse can be used to tell stories in different ways than the main game. In this way you would have the arenas or station building that some people like. One idea I just had was a young man wanting to get ahead starts smuggling items. Bribing guards that catch him (or other ways that will no...
- Sun Jan 15, 2012 10:39 pm
- Forum: Community Discussions
- Topic: tlisp technique on the wiki
- Replies: 1
- Views: 1848
tlisp technique on the wiki
We need a page on the wiki (or whatever it becomes) on various non functional things in tlisp. Maybe even give each a page linking off this main page. Things to be explained in no particular order are. order of operations scope naming conventions closures non functional making of structures, lists, ...
- Sun Jan 15, 2012 7:41 pm
- Forum: The Drawing Board
- Topic: removing certain random items from the game
- Replies: 7
- Views: 4771
Re: removing certain random items from the game
don't forget shanejfilomena one thing becoming more frequent means everything else becomes rarer and making one thing rarer makes every thing else more common.
- Sun Jan 15, 2012 10:15 am
- Forum: The Drawing Board
- Topic: removing certain random items from the game
- Replies: 7
- Views: 4771
removing certain random items from the game
The basic idea is sometimes you want to remove or make rarer (or more common) certain items based on code. Some examples of this would be a mod that randomly removes one damage type from randomly appearing. a mod that got rid of fuel to make the player use only stations for refueling until the playe...
- Sun Jan 15, 2012 9:32 am
- Forum: Announcements
- Topic: Introducing Kronosaur Productions
- Replies: 24
- Views: 17859
Re: Introducing Kronosaur Productions
wow, I will support your venture in any way I can.
I always thought of transcendence as indie and now it even has a indie company behind it.
I always thought of transcendence as indie and now it even has a indie company behind it.