[MOD] Dynamic Systems V6.d

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pip
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Fixed moving asteroids messing with shadows. They are now exploitable again.
This entirely breaks mining as asteroids can no longer be hit by weapons. :(
Intentional?

Would it be possible to either:
- Leave asteroids entirely static as they are now, but block wepaons. (Shadows on/off doesn't matter.)
- Return asteroids to thier previously mobile state, but leave the shadows off.

?

Thank you for updating this wonderful mod tho.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Thanks pip for mentioning the asteroid bug.

Updated at 4914 downloads.
Made asteroids mineable again.
Tutorial List on the Wiki and Installing Mods
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
cheezit
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Just wanted to say thanks for making this work again. This was one of the quintessential mods to make the game last longer than one/two playthroughs.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Thanks cheezit! I'm happy that my work made Transcendence a lot more fun :3
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.
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pip
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Over time Commonwealth civilians have a chance to get autons guarding them
This makes the game look/feel much more alive.
However....
After a couple of minutes the number of autons that can accumulate is very, noticable.

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I wonder if it would be possible to:
- Remove autons 'belonging' to ships which are docked at thier 'home' stations?
- Not have non-player autons show up on the communications list?
JohnBWatson
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If possible, I'd randomly add combat autons to the item tables of the civilian ships, and have them deploy all such autons when attacked. That'd fix the accumulation problem easily enough.

If that can't be done through the same methods used by the player, it's easy enough to spoof it by storing a true/false value on the ships, and, when they are attacked and it's true, deploying some autons and setting it to false. If you want to get really fancy, set the value back to true for all non - guard ships docked at an auton dealer.
Last edited by JohnBWatson on Sun Jun 05, 2016 9:37 pm, edited 1 time in total.
NMS
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EDIT: If they're showing up in the Comms menu, it means that either they have the property 'playerWingman set, or something is adding a <Communications> message to them that doesn't check whether 'playerWingman is set in its <OnShow>. This is a bug. What messages can you send them, and do they obey orders?
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pip
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From the looks of it, you can only get the status of individual autons.
The squadron commands are present on the comm menu, but I don't know if they work or not as I haven't yet been able to arrange a situation to test it.
EditorRUS
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That is so cheating, but I LOVE IT
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Updated on 6/16/16 at 4963 downloads.
-fixed autons spam by making the timer 10x longer
-removed mule autons from the map
-removed autons from adding themselves to player squad panel
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.
cheezit
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I updated Dynamic Systems, and downloaded the latest update for Transcendence.

For some reason "friendly" stations are hostile like I've shot them, even first encountering them. Previously this only happened when abusing drones which would accidentally shoot stations before I got there. Starts happening in the first 20 minutes on starting in Eternity Port, no drones, previously unexplored "friendly" stations.

Something is wonky, attributing damage or hostility to me. Not sure if it's this, or the core game update.
JohnBWatson
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cheezit wrote:I updated Dynamic Systems, and downloaded the latest update for Transcendence.

For some reason "friendly" stations are hostile like I've shot them, even first encountering them. Previously this only happened when abusing drones which would accidentally shoot stations before I got there. Starts happening in the first 20 minutes on starting in Eternity Port, no drones, previously unexplored "friendly" stations.

Something is wonky, attributing damage or hostility to me. Not sure if it's this, or the core game update.
I believe that vanilla is to blame here. There are many reports of this glitch in the unmodded game.
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pip
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Just an aside.

Never noticed this before, but the Corporate Railgun is hilarious.
It can only ever be salvaged out of the wrecks of Corp. Cruisers, but it's..... Probably an oversight tbh, but damn is it "interesting".

Interesting because it has an effective range that makes howitzers look like babby's first skirmish gun.
You can hit stuff clear accross a solar system with this thing. It took me a long while to figure out why ALL the stations hated me and kept sending green enemies.
Maybe it was an import from Mass Effect, and Sir Isaac is wagging his finger at me....

Still love this mod.
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