1.6 Beta 3

New releases and announcements from George and the staff.
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george moromisato
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Fri May 08, 2015 11:48 pm

1.6 Beta 3 is ready! The game should auto-update, but if it doesn't here's the URL:

http://kronosaur.com/downloads/TranscendenceNext.zip

This build fixes many bugs reported by you all, including Shrike's infamous explosion duplicator. This build also upgrades a few more images, including the CSC, Cometfall-class, and Polar-class. Let me know what you think!

Thanks to everyone who gave feedback and please keep them coming. The full list of bug fixes for this release is here: https://ministry.kronosaur.com/program. ... osed&tag=4

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Wolfy
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Sat May 09, 2015 12:06 am

Thanks george! Looking forward to testing it out
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Shrike
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Sat May 09, 2015 1:33 am

Goodbye Baysplosion. We'll miss you.
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JohnBWatson
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Sat May 09, 2015 6:45 am

Good to see the new release. I'll try it out right now to test any fixes related to EP.

PM
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Sun May 10, 2015 1:12 pm

The new thermo weapon images are very similar to engine images.
Download and Play in 1.7 Beta...
Playership Drones v7 (Beta): Acquire and command almost any ship in Stars of the Pilgrim or Eternity Port.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Relive classic arcade gaming in a new Transcendence adventure!
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.

shanejfilomena
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Sun May 10, 2015 6:23 pm

I have returned from drifting helplessly, soon I will have full power restored and take on your new set of Ares in my Freighter

** but first I need to go see if I can Screen Capture some cool new space stuff
Last edited by shanejfilomena on Mon May 11, 2015 7:58 am, edited 1 time in total.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

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Xephyr
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Sun May 10, 2015 7:22 pm

Awh, I'll miss the bug-eyed look of the old cometfalls.
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"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

shanejfilomena
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Mon May 11, 2015 7:53 am

Alrighty then,
I Happened to put my left over .xml into the game ( just to see if it would fly at all )

Well, it flew,
but one of my versions of the Antares V came up with a "Cloaking Device - style" all by itself -- and I mean it is the only ship at dock that did this, I had to shoot it once before I could target lock it
( Because the ROM was telling me it did not exist, was not seeing it )

*** Important, I noticed the ship go " particle " on my way toward and then away..then if I circled at a distance it held itself - or simply turned invisible until I got closer

Now, has anyone else tripped this cool Cloaking ship feature or is it just Me again?

The Ship is " normal " , has played in many versions with me. - the station and most of the freighters that go here are my Interior Shipping fleets, so if it happened to one it should affect them all

Image

Code: Select all

	<!-- Antares V Freighter -->

	<ShipClass UNID="&scSordeau;"
			manufacturer=		"Makayev-Energia"
			class=				"Antares V"
			type=				"freighter"
			level=				"4"

			attributes=			"corporate,freighter,genericClass"

			size=				"180"
			mass=				"10000"
			thrustRatio=		"1"
			maxSpeed=			"8"
			cargoSpace=			"50000"

			leavesWreck=		"100"
			>

		<Names noArticle="true">Sakiko Heavy 5%0%0</Names>

		<!-- Configuration -->
		
		<Armor
			armorID=			"&itHeavySolarArmor;"
			count=				"12"
			/>
		
		<Devices>
			<Device deviceID="&itCorporateBallistaCannon;" secondaryWeapon="true" posAngle="0" posRadius="50" omnidirectional="true"/>
			<Device deviceID="&itCorporateBallistaCannon;" secondaryWeapon="true" posAngle="0" posRadius="0" omnidirectional="true"/>
			<Device deviceID="&itCorporateBallistaCannon;" secondaryWeapon="true" posAngle="180" posRadius="50" omnidirectional="true"/>
		
			<Device deviceID="&itTeseacShields;"/>
		</Devices>

		<Maneuver
			maxRotationRate=	"2.0"
			rotationAccel=		"0.2"
			/>

		<Interior>
			<Compartment name="interior"
					hitPoints=	"420"
					/>
			
			<Compartment name="main drive"
					type=		"mainDrive"
					hitPoints=	"440"

					posX=		"-74"
					posY=		"0"
					sizeX=		"28"
					sizeY=		"28"
					/>
			
			<Compartment name="cargo contatiners"
					type=		"cargo"
					hitPoints=	"430"

					posX=		"2"
					posY=		"0"
					sizeX=		"120"
					sizeY=		"60"
					/>
		</Interior>

		<Items>
			<Item count="5d10" item="&itTeseacCoil;"/>
		</Items>

		<!-- Image and Effects -->

            <Image imageID="&rsAntaresVImage;" imageX="0" imageY="0" imageWidth="180" imageHeight="180"/>

		<Effects>
			<Effect type="thrustMain"		posAngle="177"	posRadius="84"	posZ="-3"	rotation="180"	effect="&efMainThrusterLarge;"/>
			<Effect type="thrustMain"		posAngle="-177"	posRadius="84"	posZ="-3"	rotation="180"	effect="&efMainThrusterLarge;"/>
			<Effect type="thrustMain"		posAngle="175"	posRadius="84"	posZ="5"	rotation="180"	effect="&efMainThrusterLarge;"/>
			<Effect type="thrustMain"		posAngle="-175"	posRadius="84"	posZ="5"	rotation="180"	effect="&efMainThrusterLarge;"/>
			<Effect type="thrustMain"		posAngle="180"	posRadius="84"	posZ="10"	rotation="180"	effect="&efMainThrusterLarge;"/>
		</Effects>
		
		<!-- AI and Behavior -->

		<AISettings
			fireRateAdj=		"120"
			fireAccuracy=		"90"
			perception=			"4"
			noFriendlyFire=	"true"
			combatStyle=		"standOff"
		/>

<StaticData>
			<interiorContainerPrice>
				(item
					(list
						0 ; no level 0
						0 ; apprentices cannot escort

						; Journeymen: 40 - 160 credits
						; 80,000 - 320,000 cargo value
						(multiply 10 (add (random 1 4) (random 1 4) (random 1 4) (random 1 4)))

						; Masters: 160 - 400 credits
						; 320,000 - 800,000 cargo value
(add (multiply 10 (add (random 4 10) (random 4 10))) (multiply 10 (add (random 4 10) 
(random 4 10))))

						400 ; legends don't escort, but add anyway
						)
					(typGetGlobalData &stInteriorShipping; "level")
					)
			</interiorContainerPrice>

			<interiorEscortRate>50</interiorEscortRate>

			<interiorMinLevel>2</interiorMinLevel>
		</StaticData>


		<Events>
			<OnDestroy>
			(block Nil
					; The wreck always has a damaged ballista cannon so
					; We remove the any that were created in the wreck
					(enum (objGetItems aWreckObj "w +CorporateProperty;") theItem
						(objRemoveItem aWreckObj theItem)
						)

					
				(korOnShipDestroyed)
				)
			</OnDestroy>
		</Events>
	</ShipClass>
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

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Watch TV, Do Nothing
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Mon May 11, 2015 2:02 pm

Take a look at the code for your mod's HeavySolarArmor and maybe the other equipped devices on the ship. Maybe a UNID mismatch is causing it to get stealth armor instead of HeavySolarArmor or something like that.

shanejfilomena
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Mon May 11, 2015 2:22 pm

Watch TV, Do Nothing wrote:Take a look at the code for your mod's HeavySolarArmor and maybe the other equipped devices on the ship. Maybe a UNID mismatch is causing it to get stealth armor instead of HeavySolarArmor or something like that.
I am a UNID Holder - all the stuff I use carry my numbers

But it is good thought - and you are correct about Stealth ( Stealth " 10 " )
which is why the Armor is used on the Freighters, besides being heavy - they are built to fly as long as practical in the higher systems should the stations that call on them spawn

These Freighters are not built to simply get killed, they are mainly decoration in my personal game ( but randomly I do escort them because the station is a working company )
------------------------------------------------------------------------------------
This Armor comes on 2 ships only : I will have to seek out the Corporate Freighter ( a Scarab Mission Ship) to see if the event also applies to it.

I will hunt it down tonight

But here is the Armor if anyone wants to try it themselves before that - it is a " take " on a Solar Armor that I once found in a Mod that I really enjoyed but can never find the Mod it came from or the Armor - so I built my own version of it, adding to it )
-------------------------------------------------------------------------------------

Code: Select all

	
<ItemType UNID="&itHeavySolarArmor;"
			name=				"[segment(s) of ]Heavy solar armor"
			level=				"4"
			value=				"2700"
			frequency=			"rare"
			numberAppearing=	"1d4"
			mass=				"3500"
			modifiers=			"MinorItem"

			description=		"This solar armor will recharge the ship's reactor when near a sun."

			firstPlural=		"true"
			sortName=			"Heavy Solar Armor.20"
			>

		<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>

		<Armor
				hitPoints=	"130"
				hpBonus=	"+90, +100, +50, +50, +45"
				repairTech=	"7"
				repairCost=	"10"
				installCost="400"

				photoRecharge="true"
				radiationImmune="true"
				reflect=		"ion;"
				deviceDamageAdj="0"
				
				composition="carbide"
				stealth=	"10"
				/>

	</ItemType>
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

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Arkheias
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Mon May 11, 2015 10:35 pm

PM wrote:The new thermo weapon images are very similar to engine images.
and the plasma weapon images look like an auton launcher-tube, and the energy weapons keep getting progressively taller (with the exception of ion weapons which just look really stubby, like someone accidentally cut the tip off, like a botched circumcision). Personally I think the design used for ion weapons would be better suited for ICX type devices.

Also, I think that thermo and blast weapons should look similar, since they both basically launch exploding shells and it's really only the content of said shells that changes. Plasma weapons could get by with using the thermo weapon images since the thermo weapon image kind of looks like an engine and since the description of the tritium propulsion upgrade states that it makes engines utilize a tritium plasma mix, it could therefore be inferred that plasma weapons are basically just a weaponized version of the technology used in starship engines and thus they kind of look like starship engines.

The current plasma weapon image looks like an auton bay; I just thought that beared repeating.
Cabbage Corp, the only mod with cabbages!

Please feel free to submit bug reports or issues related to the Cabbage Corp mod on the GitHub page, the forum thread, in a private message or even on the Xelerus page. Suggestions are fine too.

AdmiralZo
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Tue May 12, 2015 10:38 am

I looted lots of damaged Ferian Plasma cannons from warrior wrecks. in my cargo hold, instead of reading 6 damaged Ferian Plasma cannons, each of the six weapons appeared in the cargo hold separately. Is this a bug...or what's happening??

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sun1404
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Tue May 12, 2015 12:16 pm

Just tried 1.6 Beta, and I must say, Transcendence looks so much better! Gonna take a while to get used to the new look.

But I think the new weapons images could be improved. They look... aged. Perhaps just give them some more gloss, or even glowing parts for higher level weapons.
Yes, look at my avatar, I have a wyvera type ship.

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JohnBWatson
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Wed May 13, 2015 4:43 am

The nebula changes are a step in the right direction for gameplay, but there are still severe performance issues unmatched anywhere else in the game. I think my suggestions in this thread could be used to alleviate this.

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Atarlost
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Fri May 15, 2015 9:25 pm

I'm unable to get 1.6 to recognize extensions not pulled from the multiverse and can't find where it stores those.
Literally is the new Figuratively

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