Planning for the 7th Transcendence succession game

General discussion about anything related to Transcendence.
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Which playership should the Succession start with? (READ THE FIRST POST FOR OTHER VOTES)

531-CW-class barge -- AssumedPseudonym
0
No votes
Agauptera-class yacht -- Bobby
1
10%
Algiebba Einharder -- Hatsya
0
No votes
Alpha-class gunship -- Sbk.Wolfen
0
No votes
Ancora-class gunshiop -- Shivan Hunter
0
No votes
Angelus I-class light explorer -- TheLastBrunnenG
0
No votes
Angelus II-class light explorer -- TheLastBrunnenG
0
No votes
Angelus III-class light explorer -- TheLastBrunnenG
0
No votes
Angelus-class cruiser -- TheLastBrunnenG
1
10%
Bardiche-class battlecruiser -- Heliogenesis
0
No votes
Bladewind-class mecha -- Sbk.Wolfen
0
No votes
Borer II-class gunship
0
No votes
Brigand-class scout -- Pixelfck
0
No votes
C-257 Jumpship-class freighter -- Macgeoghagen
0
No votes
Cantharid-class Heavy Assault -- Jasque
0
No votes
Cantharid-class Light Recon -- Jasque
0
No votes
Cestus-class interceptor -- Shivan Hunter
0
No votes
Charon-class frigate -- drailgre
0
No votes
Corsair-class gunship
0
No votes
Doomstar-class dreadnaught -- Xolarix
0
No votes
Dreadfang-class yacht -- Dreadfang
0
No votes
EI100/M-class missileship
0
No votes
EI200-class freighter
0
No votes
EI500-class freighter
0
No votes
Ensis Saber -- Hatsya
0
No votes
Gauntlet-class heavy cruiser -- Xolarix
0
No votes
Geist-class scout --
0
No votes
Gulf Stream-class yacht -- Atarlost
0
No votes
Halberd-class battleship -- Heliogenesis
0
No votes
Hatsya Epee -- Hatsya
0
No votes
Hawking-class fighter -- FAD
0
No votes
Highlander-class cruiser -- Sbk.Wolfen
0
No votes
Hornet-class battlepod
0
No votes
Hummingbird-class skiff -- AssumedPseudonym
0
No votes
Huntress-class gunship -- Sbk.Wolfen
0
No votes
Idolknight-class heavy fighter --
0
No votes
Interceptor-class gunship -- Xolarix
0
No votes
ISI C-91GX-class medium intruder fighter -- Androgeos
0
No votes
Katana-class light cruiser -- Heliogenesis
0
No votes
Kukri-class patrol ship -- Heliogenesis
0
No votes
Lindworm Minor-class heavy gunship -- (^o^)
0
No votes
Lindworm-class destroyer -- (^o^)
0
No votes
Manticore-class heavy gunship
0
No votes
Mongoose-class corvette -- AssumedPseudonym
0
No votes
Monsoon-class armed courier -- Atarlost
0
No votes
Nighthawk-class fighter -- Xolarix
0
No votes
Omigm-class freighter -- Xolarix
0
No votes
Osaka-class transport -- Wolfy
1
10%
Panther-class catamaran -- AssumedPseudonym
0
No votes
Praetorian-class missile ship -- Aeonic
0
No votes
Prometheus-class heavy frigate -- drailgre
1
10%
Puella Magi-class cruiser -- Hatsya
0
No votes
Pyro-GX -- Androgeos
0
No votes
Rapier-class interceptor -- Heliogenesis
0
No votes
Ronin/B-class gunship
0
No votes
S-25 Starbridge-class light capital -- Autohummer
2
20%
Sabre-class swarmer -- Heliogenesis
0
No votes
Saiph Blade -- Hatsya
0
No votes
Sapphire-class yacht
0
No votes
Sapphire/X-class gunship -- (^o^)
1
10%
Scimitar-class bomber -- Heliogenesis
0
No votes
Scythe-class harvester -- Heliogenesis
0
No votes
SFs16 Wendigo-class gunship -- SiaFu
0
No votes
SFs30 Indigo-class corvette -- SiaFu
0
No votes
Sylandro Probe -- Keedo
0
No votes
Stalwart-class gunship -- Aeonic
0
No votes
Star Castle -- PM
0
No votes
Starlight-class cruiser -- Aeonic
0
No votes
Swordwind-class mecha -- Sbk.Wolfen
0
No votes
Tabit Kris -- Hatsya
0
No votes
Tempest-class gunship -- Atarlost
0
No votes
Terrier-class fighter -- AssumedPseudonym
0
No votes
Thunderbird-class transport -- Xolarix
0
No votes
Transport-class Cruiser -- Little Modder
0
No votes
Typhoon-class heavy gunship -- Atarlost
0
No votes
UNSC-class destroyer -- drailgre
0
No votes
Vector-class fighter -- PM
0
No votes
Vesta-class heavy gunship -- (^o^)
0
No votes
Wakizashi-class corvette -- Heliogenesis
0
No votes
Wolfen II-class gunship --
0
No votes
Wolfen-class gunship
0
No votes
Wyvera guardian-class living dreadnought -- Wolfy
1
10%
Wyvera warrior-class living gunship -- Wolfy
2
20%
Xandria-class courier -- Sbk.Wolfen
0
No votes
XM.2-class Lucidi fighter -- alex
0
No votes
Yellowjacket-class gunship -- Macgeoghagen
0
No votes
Zephyr-class fighter -- Atarlost
0
No votes
Zhinova-class fighter -- Sbk.Wolfen
0
No votes
 
Total votes: 10
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Bug: looting rice with rotolooter will glitch benedict mission.

Succession Voting - Phase 1

Start Date
July 16

Include Corporate Command?
Depends, if somebody doesn't have it just chuck it out

Select all of the following mods that you DO NOT want in the Succession.
I'm fine with all of them

Is this a fair way to select mods?
Yes

Succession Voting - Phase 2

Starting Ship
Aguaptera FTW

Weapons Extended randomizer
ON

PSD Free Ships
0

Beyond The Mainline - Number of star systems
58 (Default)

Stargate model
StargateX1

Couple questions:
why did they show up?
why did they show up?
too many osakas.png (170.86 KiB) Viewed 6831 times
I got Arco as a wingman and I could dock to centauri stations, stealing as I please...
I got Arco as a wingman and I could dock to centauri stations, stealing as I please...
could hack into centauri warlords camp.png (273.93 KiB) Viewed 6831 times
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PM
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It is taking me a bit longer to get my mods updated. Right now, I am almost finished with a new Star Castle-inspired mod (and the Star Castle stuff has been removed from Items912.) I will see what I can finish between now and tomorrow.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
FourFire
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I Vote to Delay start to July 18th at the earliest.

Include CC only if everyone playing has it.

Mods I wish to exclude:
_CentauriSystems (given RPC hasn't patched it for DySys)
dbg Collective v1p4 - DOSBOX-Gamer (graphics glitch)
dbg GU (tested 108b) (Galactic University) - (causes crashes)
HOSHIGAMI - (I just don't like it, immersion breaking)
Siom camps - (graphics glitch, and apparently working graphic does odd, annoying things to my eyes)
_StargateX1 - (no need to have this if we're using the larger, more detailed graphics)
Weapon27 (Weapons+27) - (between WE6, PM912's mods and modship custom weapons we already have too many weapons; no need to add more)


Is this a fair way to select mods?
Yes.

Starting ship: Wyvera Mothership (or one of the other unpurchaseable modships, but the Wyvera mothership is my preference)

WE random: ON

PSD free ships: 0 But set buyable to 2 per shipyard

Beyond the mainline: 58, or more systems (I'd prefer 60+)

Stargate model: HD 256px
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

@TVR: Btw, Parallax Worlds updated again.
*edit:
I think I'm dying whenever I gate. I can't dock, and friendlies are showing up as grey on the LRS:
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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pixelfck
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RPC wrote:@TVR: Btw, Parallax Worlds updated again.
(...) and friendlies are showing up as grey on the LRS.


Ooh, grey dot on the LRS, that's a feature I've been looking for a long time!

On a side note: IF we want Beyond the Mainline included, it automatically excludes Corporate Command.

~Pixelfck
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FourFire
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I hope the grey dots issue is fixed...

TVR, it might be easier to edit the modpack if you organized in a Hierarchy with parent folders for mod types, such as Playerships, Items, Weapons, GUI & Gameplay, and New content.
Here is the current modpack reorganized in the format I described above.
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TVR
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-Fixed the grey LRS dots/destroy-on-gate issue. Turns out that gSource in <OnGlobalPlayerLeftSystem> is defined as the playership.
-Fixed PSD Osaka appearing as NPC in "Civilian Crafts"
-Patched "Sapphire/X" for compatibility with PSD.
-Updated "Parallax Worlds"
-Added "Portable Stargates", "System Density: Lite Edition", "Communications Array" and "Mission ROM"

Here is version 3.1 of the modpack: http://www.fileconvoy.com/dfl.php?id=ge ... 0a0624ed15

MD5 checksum: d318bd7c90cee33433aa3e1ac5a1f809
SHA1 checksum: 4266ae96948cec8df90eacf44050ab37850d789e

@RPC

Attached to this post (and in the modpack) is the updated version of "Civilian Crafts", though Shivan Hunter's module is partially overwritten for compatibility with PSD, the rest should be compatible.

@FourFire

Centauri Systems and DBG-Galactic University seem fully compatible with other mods, otherwise the source of crashing in GU was previously fixed for use with 1.3

@PM

In this modpack are PSD definitions for the Sapphire/X, and I'm prepared to update the PSD patch for AEPlayerships, just let me know.

Succession vote tally:

Stargate model:
Default: 0
StargateX1: 1
HDStargates, 128px: 0
HDStargates, 256px: 1

Starting Ship:
Agauptera: 1
Wyvera Guardian: 1

Mods vetoed from the Succession:
HOSHIGAMI
Siom Camps
Weapons+27
dbg Collective Adventure

Will miss HOSHIGAMI and Weapons+27, because they were quite creative. Siom Camps added much needed variety to early game systems, and dbg Collective Adventure seemed promising.
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PM
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@ TVR: I will update PSD and patches as soon as I can, probably starting on Friday. Today, I will (try to) finish off updates to some of my mods.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
FourFire
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For voting on starting ship, I think we should list the existing modships which cannot be purchased from shipyards later in the game, and vote between which of these we begin with (and make 2 ships buyable per shipyard) another alternative is to add purchaseability of these "unique" modships to some mod station which can function as a unique-shipyard (perhaps orbitalringstation?)

Additionally I'm asking that we delay start date at least until PM finishes his updates, and I possibly want to add some mod items before we begin.
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Good news: Finished work on Star Castle and Items 912 update mods.
Bad news: They will not be uploaded until tomorrow. I cannot complete final playtesting now.

I will finish the Drake Tech update tomorrow, and I will move on to other mods that need updating, like PSD.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
TVR
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-Fixed infinite credit exploit resulting from combining "Utility Items" with PSD (PSD factors in the non-virtual Rotolooter and Autopilot when calculating trade-in value, but not price as they are autoinstalled on switching ships)
-Updated "Items912", "Drake Tech Alpha"

Seems like we will be starting once the next PSD update is complete.

@FourFire

Can compile a list of unique starting-only ships, but that may not necessarily prevent votes for ships outside that list.

@PM, Pixelfck, everyone

Please vote for your preferred gameplay settings!
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PM
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Worked on Star Castle mod more, and should be finished tomorrow. In addition to the Star Castle ring generator featured in the previous version of Items912, it also features the yellow animated stick-figure Star Castle ship as a bonus enemy and as a possible playership.

After I upload the Star Castle mod, it will be more quick bug-hunting and updating instead of feature creep with my other mods, and things should go faster. I will make a pass on playerships (e.g., AE ships, Lindworm, and others) for PSD.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
FourFire
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Deleted
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
PM
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I am finally resuming work to update the rest of my mods that need it. So far, I made a slight change to Wizard Auton by not letting it equip ammunition that is usable only by virtual weapons. (Done because I do not want to change too much auton code to accomodate virtual weapons.) I will make a quick pass through my other minor mods, then I will get to the big mess called Playership Drones and the ships that depend on it. I will probably need the rest of the week to finish this.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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