[New Mod-Tower Defense] Star Genesis 00

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FourFire
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by FourFire » Mon Apr 14, 2014 4:21 pm

I have now made an Ultra HardCore spawn frequency for 20 waves: http://paste.neurohack.com/view/YrDwB/

I don't know how to test it besides nagging RPC to impliment it, but I look forward to doing so all the same :D
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Tue Apr 15, 2014 2:46 am

You can replace the existing (lists) with your list in the <attack event. The mod should read those formally and the waves commence as usual. Ping me on IRC if it doesn't work or anything.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by FourFire » Tue Apr 15, 2014 3:17 pm

I actually have no idea how to do what you are suggesting:
Is it somewhere inside the.tdb, and if so, how do I open it?
Is it something to do with the .xml version of the mod, in this case I don't have it...
Is there some other file or folder I need to edit, or create like say a list.xml ?

Anyway I want to test this so help is appreciated (I can try banging my head against the problem but honestly I probably won't manage unless it's rather simple)
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Wed Apr 16, 2014 7:02 am

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DehAtomSmasher
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by DehAtomSmasher » Tue May 06, 2014 10:43 am

How about a Orbital Defense station?
orbits around the planet, acts like a station with powerful long range attacks which you can dock on and upgrade it
sometimes im getting trouble at waves 9 and above, suddenly i see lots of projectiles coming to the station, so it could help a bit. :D

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by PKodon » Fri Jul 11, 2014 12:16 pm

Okay, downloaded Star Genesis 00 yesterday, along with the Osaka, now I have a few questions about how these extensions work.

First off, I also have Corporate Command.

When I pick Stars of the Pilgrim to play, it lists Corporate Command and the Osaka as modules I can add.

When I pick Star Genesis 00, Corporate Command disappears, but The Osaka is still listed.

When I checkmark The Osaka, and start a new game of Star Genesis 00, the Osaka is not listed in the available player ships.

So, this brings up several questions for both George and RPC:

Why does the Osaka show up as a selectable mod for Star Genesis 00, if it's not an option when picking your player ship?

Why doesn't Corporate Command show up as an option?

With both of these questions, my interest is in how Transcendence works in this instance, how the modder writing an Adventure extension can control which mods/extensions are shown as available when picking the Adventure from the main menu, and why the above is happening (in regards to the programming of the extension(s)).

I'm interested in understanding how the control of what is presented to the player (both in selectable mods/modules/extensions in the Adventure selection screen for a new game, as well as the limiting of the available starting ships, even though the player included another player ship mod/extension) is accomplished.

(Sorry for rambling/repeating, but, I'm not sure how to word all this succinctly.)

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by pixelfck » Fri Jul 11, 2014 7:08 pm

while I can't answer all of your questions, I can answer one:

An extension can specify an adventure it requires. In the case of Corporate Command the TranscendenceExtension-element specifies the attribute 'extends' as "0x00200000" (which is the unid for the Stars of the Pilgrim adventure).
As far as I am aware, each extension can at most specify one adventure to extend and there is no method for an adventure to specify which extensions should be included.

As for why the Osaka does not show up? I have no idea.

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Sat Jul 12, 2014 12:39 am

Star Genesis is supposed to be a separate game mode unrelated to the core game Transcendence.

This means that using the osaka and other mods would probably end up with the player losing (which is why I disabled them).
They (Osaka and Corporate Command) show up on the Extensions simply because I don't know how to disable them from that screen (there might be a way but I haven't looked at it until now).
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Tue Jul 15, 2014 4:26 am

(I also updated the multiverse version of Star Genesis)
Updated at 452 downloads.
-Added changelog dockscreen
-got rid of xenophobe spawning near the asteroids
-invoke key for capships now disappears when they are destroyed
-hangar bay has 8 armor pieces (FourFire)
-invoke keys aren't being added back to the list (FourFire, fixed)
-added option to change comms key when you dock to a capital ship
-added miners to mining rig for more scrap gain
-solar collector and starbase charge energy now
-every laser shot costs energy depending on tier (tier level= laser cost)
so laser = 1 energy, turbolaser = 2 energy, etc
-added crude UI
-stations now have energy upkeep
Energy upkeep for stations:
laser turret [-5 energy/5 seconds]
missile turret [-10 energy/ 20 seconds]
hangar bay [-30 energy/ 10 seconds ? ]
mining colony [-20 energy/ 5 seconds]
Energy charge for stations:
Starbase: +75 /second
Solar Collector: +20 /second
old tags:
Systems and Topology, Ship (Player), Ship (Friendly),
Ship (Enemy), Misc, DockScreens,
Devices, Development, Adventure Extensions,
A.I./Behavior, Usable, Weapon,
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Tutorial List on the Wiki and Installing Mods
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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.

FourFire
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by FourFire » Wed Jul 16, 2014 12:16 am

Awesome, gonna try to test it ... tomorrow
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Mon Aug 11, 2014 6:17 am

Public beta release on the multiverse:
http://multiverse.kronosaur.com/transEn ... &release=1#
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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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Re: [New Mod-Tower Defense] Star Genesis 00

Post by Arkheias » Tue Aug 12, 2014 11:57 pm

Is there supposed to be some kind of fancy ending after the eleventh wave? By the time I finished it I had so many stations that the game spent more time frozen than moving and I just gave up on it.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Wed Aug 13, 2014 1:46 am

No fancy ending yet. After the final wave (currently the 20th) you get a "you win" message and the game ends. I still have a lot of content to add and more mechanics to polish but as it stands right now the game is still very skeletal.
Tutorial List on the Wiki and Installing Mods
Image<----- click to get to #Transcendence IRC on Freenode
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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.

FourFire
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by FourFire » Thu Aug 14, 2014 12:11 pm

RPC I made an ultra hardcore mode of waves, I'll give you the .xml and you could add it in as an option in the mod if you like.

It has 20 (harder) waves with the last 5 involving many hard Ares ships, and Iocrym.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}

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RPC
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Fri Mar 03, 2017 9:58 am

Sorry for the necro but I'm going to update this soon. Before I officially do though I want people's opinions on balance and stuff if they want to provide any.
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Tutorial List on the Wiki and Installing Mods
Image<----- click to get to #Transcendence IRC on Freenode
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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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