relanat wrote:Found a typo.
Last sentence says "Heavier armors segments...." which I think should be "Heavier armor segments..."; dropping the 's' on armors.
This has been fixed for the next update. I have also been redoing a lot of the item descriptions though, so it might be worse by the time I release it.
relanat wrote:Autons don't find stargates
relanat wrote:Also an "Exploration complete" plyMessage would be nice.
My reconnaissance autons are basically just copies of the vanilla exploration auton only with different equipment. If it never plays a "Reconnaissance complete" message, the auton was probably destroyed.
relanat wrote:I tried to open an unidentified ammo box.
You won't know what kind of superconducting coils they are until you use them, similar to how barrels are identified. Until then, they stay unidentified.
I have clarified this somewhat for the next update.
In a Wolfen I swapped a 25MW reactor (single slot) for a dual Siva-40M reactor (2 slots) but didn't have a spare slot.
It could be installed even without a spare slot and the Ship Configuration screen showed device slots changing from '8 (0 free)' to '8 (-1 free).. non-weapons stayed at '4 (0 free)'.
I uninstalled the dual laser cannon and got the device slot numbers back to normal (8 and 4 with 0 free).
But after that I tried to replace the previously installed solar array with a biohybrid solar dynamo and the Starton dock services wouldn't do it. I think this should have been allowed because it would swap devices in a non-weapons slot.
I then uninstalled the solar array so I could install (as opposed to replace) the solar dynamo but the device slot that should have been free was a weapons slot not the non-weapons slot that I had just emptied. The Ship Configuration screen showed 'device slots:8 (1 free)' and 'non-weapons:4 (0 free)'. The end result was I uninstalled a non-weapons device and then couldn't install another non-weapons device.
If you're confused, don't worry, so am I.
I think what's happening is the Siva reactor, which was installed when there wasn't enough slots for it, is changing slots until the ship gets back to a normal setup with 8 slots and 4 (and only 4) of them with non-weapons. Making it so that 2 slot devices can't be installed when there is only 1 slot available will fix all the rest of this. (maybe!)
These seem like bugs in vanilla Transcendence. The game assumes that a replacement reactor will use only 1 device slot, and the game doesn't display the correct number of non-weapon device slots available if said number is negative.
DigaRW wrote:The Crew looks cool, though they are useless for me. Also a great graphic from weapon, shield, armor, and all device.
However, there is a problem. It really too much items, and really confusing me :-/. So I can't tell my experience when using any device.
I have been planning on reducing the total number of level-based variants of items in the next update and modifying several items' descriptions to make them better stand out.
EditorRUS wrote:This mod seems to be completely incompatible with any of network-like mods like Beyond the Mainline or Uncharted. When you try to access the ship selection menu, it says "Unknown design type 200004" and crashes back into the main menu.
As of the mod itself, it's actually pretty awesome. What I like the most is its insane customization potential. I hope it is going to be developed in future.
I've currently decided to explicitly limit this mod to The Stars of The Pilgrim for the next update. This should cause it to not appear in the mod selection screen for other adventures. I may remove this limit depending on how I implement any added star systems, but for now I plan to just tack them on to the main adventure.
Thank you all for submitting these bug reports and observations.
Hopefully, next time I will not procrastinate this long before responding to your posts.