New testing modpack (178 MB): http://www.fileconvoy.com/dfl.php?id=gb ... f2f9b419bd
There are around 180+ mods in this modpack, all updated to be compatible with each other and with 1.3b2
To use this current modpack, rename your Extensions/ directory to _Extensions/ and use the one provided in the zip file. Start a new Beyond the Mainline game, and select all mods. An updated version of GODMod-classic is included.
Changelog
-Implemented category view options for item lists in new mod "View by category"
-Reimplemented "Excaliber Targeting System" as "Excaliber II Reticule and Lead Indicator"
Added:
Weapons Extended 6
Encounter Expansions
Galactic Outposts
dbg Spacer Hotel
PSD Brigand
Wizard Auton
ODM Alarm System (SONAR "ping" and missile lock warning generator, will develop toggle option if included in Succession)
Merchant Emporium
dbg Spacer Hotel
Trade Assistant
GC Corporation
Angelus
ChargeBot Autons
Starburn Defensive Autons
Hawking BM Fighter
Micro Factory Module
New Wingmen
Punk! Geek Tech
New Worlds
Orbital Space Station
Personal Defence Turret
The Danu
StelliFer Labs
Upgraded Wingmen
Probably many others
Updated:
PlayerShip Drones
Wasp Launcher
DrakeTech Alpha
Items912
Black Market Expansion
Dynamic System V6
Changes to "Weapon Labs"
-Formatted code neatly
-Implemented recycling of all weapons
-Overhauled custom weapon powerUse
-Changed cost formula for recycling weapons
-Spelling corrections in all descriptions
-Some minor custom weapon stat generation tweaks
Changes to "ODM Test Drive"
-Implemented testing of ammo-consuming weapons and launchers.
-Added safety routines to protect playership, freezes time to protect the original playership.
Changes to "Interstellar Communication"
-Added new ship configuration and item display dockscreens to "Analyze Target" and "Cargo Scan"
-Fixed infinite credit exploit
Changes to "Hoft Enterprises"
-Fixed Nano Blaster
-Reduced frequency to VeryRare and set unique="InSystem"
Planning for the 7th Transcendence succession game
Last edited by TVR on Mon Jun 16, 2014 3:49 am, edited 1 time in total.
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
@ TVR: I just found that CorpCom ships get free Galactic Map (if you do not use PSD for now). PSD messes with this and I will update it to give all ships galactic map (if I update it before George releases a new version - he says all ships will get the map for free).
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.
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.
Downloading the new testmodpack now, before I test some erratic behavoir with the mod autons not added by PM: they need their behaviour updated to work with both Auton Bay (CC) and Auton Assembly Hangar (PM) for [R]eturn to ship. They also need to be updated with the reak & attack behaviour.
Otherwise I'm still testing...
Otherwise I'm still testing...
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
@PM
No worries - Our "Start With Galactic Map" insures all ships will always have galactic map available.
@FourFire
Alright, keep us informed. In the meantime I'll attempt to further mix the auton extensions.
Could you check the holographic stealth device's Ranx Dreadnaught hologram for transparency errors?
No worries - Our "Start With Galactic Map" insures all ships will always have galactic map available.
@FourFire
Alright, keep us informed. In the meantime I'll attempt to further mix the auton extensions.
Could you check the holographic stealth device's Ranx Dreadnaught hologram for transparency errors?
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
Further testing reveals more bugs/undesireable behaviour:
*Yes the Ranx dreadnought holo has transperancy issues which look to be related to the new engine flare effects
*The proximity alarm mod needs to either be removed or adjusted in the following ways: mute in the vicinity of gates, when gating it goes wild for some reason, ignore PMs decendence shield and energy orbs
*PDmod needs to be changed to ignore decendence shield and energy orbs
* Gauron Corporation spawned in the second system, selling endgame equipment without checking for military IDs since we have miningpack it is immensely OP to even have access to these items (they will install for you).
*Can we use the 256px Gate texture instead of the 160px, or are there problems with it? StargateX1 mod is redundant or should be combined with the larger texture mod.
* I've been playing with living ships Wyvera, and I don't know if it is complete, but unsure how to "feed" items to the ship's different organs. [J]ettison works fine but [L]oot from the other side spits out a "mismatched paranthesis" error
* I would like someone to update/modify RPC's Dynamic systems retaliation to include some of the large sovereigns added by mods in the modpack, and to combine the vanillaoveride with other mods that override the same things... Soveriegn mods include: CentauriSystems, BlackMarket expansion (rebuild ship could be a T51), Mercenaries Guild (rebuild ship could be a T51 or a Heliotrope cruiser), HayariNoosphere (rebuild ship has to be a Battleship!), Ranx Stuff (rebuild ship = Ranx Dreadnought).
* I noticed that some ammo variants (fullmetal and explosive smartcannon ammo) doesn't work with show compatible weapons mod I haven't tested these with the wizard auton yet, but I suspect that the same mechanism is being used to detect the weapontype it's supposed to install, this could be the reason behind it not working with all ammotypes.
* Could it be possible to impliment PM's cool loot filter code into RPC's rotolooter: I enjoy using the rotolooter but it can only filter between damaged and undamaged, and sometimes I want to loot damaged armor if it's high level, all this without having to dock with every ship I down, because with difficulty increasing mods waves of enemies can ensue and gameplay is faster paced.
I'll keep testing, and maybe try to update/combine mods myself.
*Yes the Ranx dreadnought holo has transperancy issues which look to be related to the new engine flare effects
*The proximity alarm mod needs to either be removed or adjusted in the following ways: mute in the vicinity of gates, when gating it goes wild for some reason, ignore PMs decendence shield and energy orbs
*PDmod needs to be changed to ignore decendence shield and energy orbs
* Gauron Corporation spawned in the second system, selling endgame equipment without checking for military IDs since we have miningpack it is immensely OP to even have access to these items (they will install for you).
*Can we use the 256px Gate texture instead of the 160px, or are there problems with it? StargateX1 mod is redundant or should be combined with the larger texture mod.
* I've been playing with living ships Wyvera, and I don't know if it is complete, but unsure how to "feed" items to the ship's different organs. [J]ettison works fine but [L]oot from the other side spits out a "mismatched paranthesis" error
* I would like someone to update/modify RPC's Dynamic systems retaliation to include some of the large sovereigns added by mods in the modpack, and to combine the vanillaoveride with other mods that override the same things... Soveriegn mods include: CentauriSystems, BlackMarket expansion (rebuild ship could be a T51), Mercenaries Guild (rebuild ship could be a T51 or a Heliotrope cruiser), HayariNoosphere (rebuild ship has to be a Battleship!), Ranx Stuff (rebuild ship = Ranx Dreadnought).
* I noticed that some ammo variants (fullmetal and explosive smartcannon ammo) doesn't work with show compatible weapons mod I haven't tested these with the wizard auton yet, but I suspect that the same mechanism is being used to detect the weapontype it's supposed to install, this could be the reason behind it not working with all ammotypes.
* Could it be possible to impliment PM's cool loot filter code into RPC's rotolooter: I enjoy using the rotolooter but it can only filter between damaged and undamaged, and sometimes I want to loot damaged armor if it's high level, all this without having to dock with every ship I down, because with difficulty increasing mods waves of enemies can ensue and gameplay is faster paced.
I'll keep testing, and maybe try to update/combine mods myself.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
The PSD version of the Wyvera ships had all of the feeding stuff, and everything else reliant on Alterecco's dockscreen library, ripped out. It should automatically gain upgrades as it travels coreward, but that is it.
PD devices auto-targeting Descendence powerups is a side-effect of them using missile objects as a base. (Ships can only touch missiles.) I might have an idea to stop that, but I do not know if it will work.
PD devices auto-targeting Descendence powerups is a side-effect of them using missile objects as a base. (Ships can only touch missiles.) I might have an idea to stop that, but I do not know if it will work.
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.
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.
The way the multi-ammo weapons in WE6 work the ammo is only connected to a virtual weapon. If you allow the any-ammo-auton to give itself virtual weapons they should work with it, but I don't think there's any workaround for show compatible weapons.FourFire wrote: * I noticed that some ammo variants (fullmetal and explosive smartcannon ammo) doesn't work with show compatible weapons mod I haven't tested these with the wizard auton yet, but I suspect that the same mechanism is being used to detect the weapontype it's supposed to install, this could be the reason behind it not working with all ammotypes.
Literally is the new Figuratively
In case of Wizard "any-ammo-auton", virtual weapons are excluded from the weapon search.
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.
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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Can we make weapons fire pass through planets?
The current modpack allows players to hide indefinitely on planets.
This is bad because hiding on planets = invincibility = boring game.
The current modpack allows players to hide indefinitely on planets.
This is bad because hiding on planets = invincibility = boring game.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
I usually fight near the edge of the LRS screen, and having ~5 pings per second when enemy ships weave in and out of LRS range while sniping a base is a bit annoying. I think there could be a workaround where a separate ping for a station could be used instead of spamming enemy ship pings.
This was after I destroyed enemy ships circling raisu station. They said I wasn't ready to take arco, so I left to take down more stations and saw this error pop up.
Is Dynamic Systems working? I didn't see centauri/charon pirate respawns OR retaliation fleets :/
This was after I destroyed enemy ships circling raisu station. They said I wasn't ready to take arco, so I left to take down more stations and saw this error pop up.
Is Dynamic Systems working? I didn't see centauri/charon pirate respawns OR retaliation fleets :/
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
The hitscan Flash Cannons included (and a few others scattered in my other mods) can pass through planets. They work by spawning missiles one lightsecond apart up to maximum range (of 28). Since there is no way to check if a given point can touch an object, it is impossible for objects to absorb hitscan effects. Even (sysFindObject ...) has limitations (one related to the bug with radius damage effects like those from XM900s) that prevent it from absorbing hitscan effects reliably.RPC wrote:Can we make weapons fire pass through planets?
I have not played the modpack yet to know of other such weapons.
EDIT - Also, any weapon with "particles" type (standard weapons include PK25 Morning Star, Dvalin Ion9, Ferian cannon, and Iocrym Fracture Cannon) spawn some of their fire a short distance ahead of the ship. For a player sitting inside a planet, some is blocked by the planet, while the rest spawn outside of the planet then go forward to hurt things. I have abused that feature.
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.
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.
-Patched "List Ammo Compatibility" to read Weapons Extended 6 VirtualLaunchers ammoTypes.
-Patching "PDMod" to ignore Descendence energy and shield pickups.
-Patched "ODM Alarm System" to prevent feedback during gating. (Still trying to determine cause)
@FourFire
"StargateX1" is present in the testing modpack along with "HD Stargates" because there is supposed to be a vote for which Stargate mod to use.
Stargate model
HDStargates, 128px -- Shivan Hunter
HDStargates, 256px -- Shivan Hunter
StargateX1 -- Aeon Blaze
Default
The Ranx hologram seems to demonstrate a flaw in WINE 1.4 with transparent sprites, depending on whether those transparency bugs occur other OSes as well.
Loot filtering should be straightforward to port from "Take All" to "Utility Items"
Retaliation events are a bit trickier, but "Hawking BM Fighter" does include the retaliation event for svBlackMarket
@RPC
Heh, RPC:
Don't worry about the OnGlobalPaneInit error, it is just some bugged debug code.
Is Planet Parallax compatible with the new planets in 1.3?
@PM
Once "Wizard Auton" is finished, I can add unlauncher support to it.
TODO
-Fix DySys friendly corsairs
-Fix nwiSwitchShield
-Fix "Companion Framework", "Extreme Slicer", "Extreme Iocrym" variable errors
-Fix "Mining Pack" select ore to smelt bug
-Adjust level of weapons in "GC Weapons"
-Update "AE Ships Beta"
-Some more mixing with "StelliFer Labs"
-Hold vote on dates, mods and various gameplay settings
-Start
-Patching "PDMod" to ignore Descendence energy and shield pickups.
-Patched "ODM Alarm System" to prevent feedback during gating. (Still trying to determine cause)
@FourFire
"StargateX1" is present in the testing modpack along with "HD Stargates" because there is supposed to be a vote for which Stargate mod to use.
Stargate model
HDStargates, 128px -- Shivan Hunter
HDStargates, 256px -- Shivan Hunter
StargateX1 -- Aeon Blaze
Default
The Ranx hologram seems to demonstrate a flaw in WINE 1.4 with transparent sprites, depending on whether those transparency bugs occur other OSes as well.
Loot filtering should be straightforward to port from "Take All" to "Utility Items"
Retaliation events are a bit trickier, but "Hawking BM Fighter" does include the retaliation event for svBlackMarket
@RPC
Heh, RPC:
Code: Select all
;start the check to see if it's okay to have these events:
(if
(or
;Eridani excluded requested by Code Cannon
(eq (sysGetName) "Eridani")
(eq (sysGetName) "Point Juno")
(eq (sysGetName) "Huaramarca")
(eq (sysGetName) "Heretic")
(eq (sysGetName) "Charon")
(eq (sysGetName) "Elysium")
(eq (sysGetName) "Rigel Aurelius")
)
(block Nil
;start the deregistration timer
(sysAddObjRecurringTimerEvent 90 gSource "Deregistration")
)
;if the conditional was false, then do the normal one:
(block Nil
;; start the timer
Is Planet Parallax compatible with the new planets in 1.3?
@PM
Once "Wizard Auton" is finished, I can add unlauncher support to it.
TODO
-Fix DySys friendly corsairs
-Fix nwiSwitchShield
-Fix "Companion Framework", "Extreme Slicer", "Extreme Iocrym" variable errors
-Fix "Mining Pack" select ore to smelt bug
-Adjust level of weapons in "GC Weapons"
-Update "AE Ships Beta"
-Some more mixing with "StelliFer Labs"
-Hold vote on dates, mods and various gameplay settings
-Start
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
* There's this immensely overpowered Dark Acid weapon: "Elite Hell Blaster" I found it at Rigel and it is level 3 (?!) has 50 damage, tri spread at 6 shots/s, it's plain dangerous when used with a drone because friendly fire avoidance seems to only consider the middle shot when supressing.
@RPC
CentauriSystems is a content expansion mod for the centuari faction which probably overwrites your retaliation stuff.
Retaliation events seem to work for Charon Pirates and Urak as I have tested so far.
@RPC
CentauriSystems is a content expansion mod for the centuari faction which probably overwrites your retaliation stuff.
Retaliation events seem to work for Charon Pirates and Urak as I have tested so far.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
-Fixed global variables not saving in "Extreme Slicer", "Extreme Iocrym", "Upgraded Wingmen" and "Companion Framework"
@FourFire
Be careful, what you are playing with a weapon of pure evil.
Its raw power, low material cost and easy availability are quite symbolic.
Rather than outright nerf it, let's be creative and add some side-effects to make it more interesting.
-Limited number of shots
-Backfire chance
-Special cost
-Uncontrollable
@FourFire
Be careful, what you are playing with a weapon of pure evil.
Its raw power, low material cost and easy availability are quite symbolic.
Rather than outright nerf it, let's be creative and add some side-effects to make it more interesting.
-Limited number of shots
-Backfire chance
-Special cost
-Uncontrollable
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ