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
TVR
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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"
Last edited by TVR on Mon Jun 16, 2014 3:49 am, edited 1 time in total.
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PM
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@ 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.
FourFire
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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...
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TVR
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@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?
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FourFire
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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.
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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.
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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Atarlost
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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.
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.
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PM
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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.
RPC
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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.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
RPC
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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.
modpack.png
modpack.png (103.68 KiB) Viewed 33681 times
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
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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.
PM
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RPC wrote:Can we make weapons fire pass through planets?
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.

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.
TVR
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-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:

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
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
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FourFire
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* 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.
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TVR
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-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
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sun1404
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Uncontrollable weapons would be very interesting!
Yes, look at my avatar, I have a wyvera type ship.
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