Modding help.

A place to discuss mods in development and concepts for new mods.
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DarkCherub
Anarchist
Anarchist
Posts: 4
Joined: Sat Feb 11, 2012 8:57 am

Hi ive just read the rules for creating mods... Can someone please tell me how I register a unid? Also if making an adventure mod... Do i nessesarily have to keep the base systems? Like eridani and rigel aurilus? Or can i create my own new world and new story? I mean are there any specific guidelines for adventure mods?
RPC
Fleet Admiral
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Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Register here: http://www.neurohack.com/transcendence/ ... &start=375
As for a new adventure, go for it. Make new systems, new stations, and even a new universe! There aren't really specific rules, just make a fun and awesome mod. :D

The only problem about making a new topology is that the xml for making systems is pretty hard to learn, and is rudimentary in many respects. The functions concerning gates are also pretty inflexible, as I have learned recently.
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DarkCherub
Anarchist
Anarchist
Posts: 4
Joined: Sat Feb 11, 2012 8:57 am

RPC wrote:Register here: http://www.neurohack.com/transcendence/ ... &start=375
As for a new adventure, go for it. Make new systems, new stations, and even a new universe! There aren't really specific rules, just make a fun and awesome mod. :D

The only problem about making a new topology is that the xml for making systems is pretty hard to learn, and is rudimentary in many respects. The functions concerning gates are also pretty inflexible, as I have learned recently.

THANK YOU- Im ok with xml and java scripting... Hehe actually read the beginners guide to modding first and then learnt xml from a different website. Is there anyway i can learn how to create adventures?... Maybe not immediately but in the near future?
Drako Slyith
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The best way to learn specific details about modding in Trans is to download a mod that uses that and pick it apart to find out how it works.
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