TransXtended > The Great Expansion > The Fallen Road

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TheLoneWolf
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TransXtended > The Great Expansion > The Fallen Road

Post by TheLoneWolf » Mon Apr 18, 2016 5:46 pm

TRANSXTENDED


FEATURES:-
CURRENT:
1. A new Ares ship, namely the Frostbite. Its a Chasm with brand new equipment!
2. New encounters, like swarms of innocent Hornets and stuff. And Ares encounter.
3. Reworked integration of ShivanHunter's Ranx Stuff. With a new Ranx weapon, called the Eruption Cannon.
4. A new missile launcher, called the Crossbow Launcher. It fires the Warra series of EMP and Area Effect missiles.
5. New weapons in the PK line. Namely- PK50 Eveningstar, and PK75 Dawnstar. The former is particle, while the latter is ion.
6. A new enemy capital ship, the Sung Mothership (an animate slave camp) that fires the sorta deadly Particle Turret. It sorta fires without break.
7. Added Hornet-class Remote Auton!
8. Pteravore launcher!

STATUS:- Version 0.7a is under development. V0.6b will be released this month!

***

ARC I:- THE GREAT EXPANSION

SUMMARY:
One fine intergalactic day, an idiot of a Pentient scientist was researching the Gem of Despair in none other than Tan Ru Dorem with none other than a Transpace Jumpdrive. Trying to further enhance and harness the power contained in the ancient gems, he conducted many different experiments. Finally, he sorta succeeded. He linked the Sung's Longzhu Sphere making technique with the jumpdrive AND the Halo Gem. The result was the overcharging of the jumpdrive because it absorbed power from the Sphere and the Gem. The result was that the jumpdrive collapsed onto itself and created a strange wave that travelled throughout Elysium.
Much of the escaped using the stargate wormholes.

Human space. Tens of planets off Eradani, anomalies began to appear. These were later found out to be Dimensional Rifts. These led to an entirely new universe, dubbed the Neos Welt. But there were people in Neos Welt too!
Then began The Great Expansion. The people of Neos Welt found out that these rifts could lead them to an entirely distinct world. When they discovered us in there, they declared a war in the name of colonization.
Hard pressed on resources, the people of Neos Welt first sent their weaker ships to attack. Fortunately, for them, they had spawned into the backward sections of Human Space. The CW Fleet, engaged in a war with the Ares, couldn't afford to retreat on that frontier, so the Militia was forced to knock back the invaders!

FEATURES:
1. Extension!
More than 50 planets are added off Eradani! These would take time to cross for sure!

2. New Foes!
Capital Ships in all their glory! First contact with the SRF (Scout-Recon Fleet), then with the REF (Radical Eradication Frontier) and atlast with the mighty XSEED (read "exceed"), the main colonist fleet of the enemy!
Face unique ships like the light frigate SRF Mockingjay and carriers like the REF Retribution!

3. Join the Militia!
The Militia needs able fighters. LIKE YOU! Join the Militia to offer resistance to the invaders, or help the people individually to get access to custom innovative weaponary!

4. Stop the Invasion!
The invaders are cunning, ruthless, and versatile. You must be the same to defeat them! Rip through the enemy defenses to face what awaits you in the end- the crown jewel of the enemy fleet, the XSEED Ragnarok.

5. New Equipment!
From pelting bangs of Kinetic Shotguns to piercing shots Laser Snipers, the Militia has thrown every ace up its sleeve to stop The Great Expansion!

6. The Uncharted!
Run missions with the CW Fleet! They may be hard pressed, but have managed to send an Aquila, the CTF Huntsman, with some necessary supplies! Help the Aquila in its missions to earn military tech!

HERETIC IS NO MORE THE ULTIMATE DESTINATION!

STATUS:- The Framework is being coded.
Last edited by TheLoneWolf on Mon Jun 13, 2016 1:45 pm, edited 2 times in total.

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Re: TransXtended

Post by AssumedPseudonym » Mon Apr 18, 2016 7:24 pm

 So Wolfy had Transcendence eXtended, now TheLoneWolf has TransXtended. Seeing as Transcendence eXtended eventually evolved into The Stars Beyond, you have some mighty bit footpawprints to follow, heh. …On a a more serious note, this is an ambitious looking project. It’ll be neat to see where it winds up going by the time it’s all said and done.
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Re: TransXtended

Post by TheLoneWolf » Tue Apr 19, 2016 1:14 am

AssumedPseudonym wrote: So Wolfy had Transcendence eXtended, now TheLoneWolf has TransXtended. Seeing as Transcendence eXtended eventually evolved into The Stars Beyond, you have some mighty bit footpawprints to follow, heh. …On a a more serious note, this is an ambitious looking project. It’ll be neat to see where it winds up going by the time it’s all said and done.
Thanks AP! It wasn't working indeed! Btw I'm in need of more beta testers. Lets see what you guys do in the game :D
the .zip is attached to the post
wait. Its too large :P
https://www.dropbox.com/s/lha83d8rtw6st ... d.zip?dl=0

btw, Wolves are sort hive minds these days xD

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Re: TransXtended

Post by DigaRW » Tue Apr 19, 2016 2:02 am

I may have post this in your facebook. But it's should necessary to post an error in this thread.
There a bug and some error that I found in your mod, this error prevent me to test this mod. So I change a bit of the code.

1. You are using ENTITITY rather than ENTITY at first Mod Unid.
Example:
<!ENTITITY unidTransxtended "0xD5D50000">
ENTITITY should rewrite to ENTITY, because this mistake is very fatal.

2. I delete api Version and change version from "0.5" to "1.0" because a error always displaying at my Screen.

3. In ExtAres.xml, I found a UNID that not writen in Xtended.xml.
There is no Adv Tharsis plate UNID.

4. Again in ExtAres.xml, you forgot to add sc at Frostbite ship in ship table in Ares Shipyard.
Example:
<Ship chance="10" count="1" class="&Frostbite;" orders="wander"/>
You must write:
<Ship chance="10" count="1" class="&scFrostbite;" orders="wander"/>

5. In ExtDevices.xml, I found an error again at Energy Deflector Mk1 and Energy Deflector Mk2.
hpBonus= "+150, -50 <----- You should close this.

6. You're forgot add </ItemType> at bottom of "Ares Plasma Bomb", "Crossbow Launcher", "PK50 Evening Star Cannon", and "PK75 Dawnstar Star Cannon".

7. In ExtEncounterTables.xml, event handler should be written eventHandler in line 109. And you forgot to add </ship> in Pirates encounter table.
Example:
<Ship levelFrequency="--vrc -----" count="15" class="&scCorsair-II;" eventHandler="&evStdPatrolEncounterBehavior;">
You should add </ship> at bottom.

8. In Ext Ranx.xml, I found this.
armorID= "&itDepletedUraniumArmour;"
It should be writen Armor not Armour.

9. Again, in ExtArmour.xml, there is no UNID for Advanced Tharsis Plate. So I decided add UNID for Advanced Tharsis Plate in Xtended.xml.

10. In ExtReapers.xml, Unid CSCAntartica should be writen "&svCSCAntarctica" not "svCSCAntartica".
Trade Item Extension
Enjoy the new trade items, foods and resources!
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Great Corporate that provide new equipments and new challenge!
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Re: TransXtended

Post by gunship256 » Tue Apr 19, 2016 4:14 am

With those errors, the game shouldn't even allow the mod to load. Is it possible that setting the game version to 0.5 somehow allows the mod to skip the step where the XML parser complains about coding errors?

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Re: TransXtended

Post by TheLoneWolf » Tue Apr 19, 2016 8:23 am

Project done using an Android 4.1.2 and DroidEdit. Without nice syntax support. Thanks Dig! This project would have suffered leprosy if not for him! You forgot one error though. So anybody who plays, please remove the military attribute from Crossbow launcher!

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Re: TransXtended

Post by SolarGalaxy » Tue Apr 19, 2016 4:11 pm

Is the sung mothership's graphic a placeholder? Because, it'll turn invisible as it rotates.

In order for it to have escorts. You need to put <Escort> tags and remove the <Ships> tag which is used for station guards.

Code: Select all

<Escorts>
			<Ship		count="2d10+2"	class="&scWindSlaver;" orders="patrol" patrolDist="20"/>
       <Ship		count="2d5+2"	class="&scSteelSlaver;" orders="patrol" patrolDist="7"/>
       <Ship		count="1d2"	class="&scCarrierEarthSlaver;" orders="patrol" patrolDist="5"/>
			<Ship		count="2d4"	class="&scWindSlaver;" orders="patrol" patrolDist="2"/>
</Escorts>

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Re: TransXtended

Post by TheLoneWolf » Tue Apr 19, 2016 4:18 pm

Yeah. I'm that genius guy who uses 0 rotation sprites for ships. My genius brain thought that taking the sprite measurements off the Sung Slave Camp, and putting it in a ship would work.

Btw I use the <Ships> tag to get the object I use the tag on to carry those ships.

Btw I heard there's an attribute that makes stations mobile.

You know it?

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Re: TransXtended

Post by Wolfy » Wed Apr 20, 2016 2:48 am

Stations are always fixed, they can only be moved via script.

I like the name btw - brings me back to the days of... trying to do pretty much exactly the same thing you're doing with Transcendence eXtended.
I hope you end up going the route I did and creating quite the megamod. Have you dabbled in 3D modelling yet?

Anyways, I'm excited to see where this goes :3
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Re: TransXtended

Post by TheLoneWolf » Wed Apr 20, 2016 7:59 am

Wolfy wrote:Stations are always fixed, they can only be moved via script.

I like the name btw - brings me back to the days of... trying to do pretty much exactly the same thing you're doing with Transcendence eXtended.
I hope you end up going the route I did and creating quite the megamod. Have you dabbled in 3D modelling yet?

Anyways, I'm excited to see where this goes :3
Hey Wolfy! Thanks for reply! I haven't wet my feet that much yet, but I know a little Blender (like making weird asteroids)

Any insight on the station moving script?

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Re: TransXtended

Post by relanat » Thu Apr 21, 2016 3:11 am

Good stuff.
Here's some bugs.I'm only learning this stuff too so the solutions could be wrong but maybe they'll help!

AresPlasmaBomb
UNID="&itAresPlasabomb;" in ExtWeapons.xml
could do with a m to make it plasma.
(This is also in Xtended.xml)

The Matter Deflector Mk6, Mk7 and Energy Deflector Mk7 could probably use a little more than 1.5MW.

In ExtEncounterTables.xml both Sung Mothership and Pirates use <ShipTable unid="&tbSungMothershipEncounter;"> I'm not sure on tables but that could need to be different, Possibly tbPirateSwarm.
Also I never got a swarm of any sort (but only did one run-through).

When I spawned a Sung Mothership with GODMod there was no image. Just a transparent space with a weapon shooting from it. It needs a 20 facings (or 40 or 120) strip of images for it to be a ship.

Also no image for the Ranx Turret. You will need a 20 facings strip for this as well or change it to a station not a ship (I think).

Well done. For a first mod this is excellent. When you release it it will be great.
And Frostbite is a great name for a ship class. I'm totally jealous that I didn't think of it.

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Re: TransXtended

Post by Xephyr » Thu Apr 21, 2016 3:42 am

relanat wrote: When I spawned a Sung Mothership with GODMod there was no image. Just a transparent space with a weapon shooting from it. It needs a 20 facings (or 40 or 120) strip of images for it to be a ship.
"1" should be an acceptable amount of facings for a ship, although it has to be defined as such;

Code: Select all

rotationCount="1"
in the <Image> element
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Re: TransXtended

Post by TheLoneWolf » Thu Apr 21, 2016 8:03 am

Xephyr wrote:
relanat wrote: When I spawned a Sung Mothership with GODMod there was no image. Just a transparent space with a weapon shooting from it. It needs a 20 facings (or 40 or 120) strip of images for it to be a ship.
"1" should be an acceptable amount of facings for a ship, although it has to be defined as such;

Code: Select all

rotationCount="1"
in the <Image> element
Hey relanat! Thanks for the report! The weapon is named Plasabomb. Plasma + Bomb = Plasabomb! Lol!

Yeah. I use static images for the Mothership and Turret. Looks like the game doesn't like that.

So, Xeph, if I put that line in my code, will the ships stop getting invisible?


And yeah. I like the sound of Frostbite! A Chasm in the Tundras can give you a Frostbite


Do try the PK50 Eveningstar and PK75 Dawnstar!

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Re: TransXtended

Post by Xephyr » Thu Apr 21, 2016 8:29 am

TheLoneWolf wrote: So, Xeph, if I put that line in my code, will the ships stop getting invisible?
Yep, just tried that out myself, that makes it work.

When you don't define a number of facings, the game will assume it has 20, which will extend off the image so you get invisible ships.
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Re: TransXtended

Post by TheLoneWolf » Thu Apr 21, 2016 8:37 am

Xephyr wrote:
TheLoneWolf wrote: So, Xeph, if I put that line in my code, will the ships stop getting invisible?
Yep, just tried that out myself, that makes it work.

When you don't define a number of facings, the game will assume it has 20, which will extend off the image so you get invisible ships.
You're the man, Xeph! Seriously, you're a genius! Do you do mod analysis all day or something?

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