Current feedback alpha 1.9

Bug reports for the different beta versions of transcendence.
Tiber
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Wed Jul 03, 2019 9:48 pm

1. fuel sheild power issue's Start system to just about pirate system Charon, any run ship.... forcing u to armor roll the game's.
2. pirate frigate spawn but dont attack if u urself fly around them (korolev missions)
3. defend X station versus X attack as mission,; small creep spawn (wave) all explode whit single shot from any weapon.

4. missing Huari, altho this might not be a bug, just unlucky.

5. Howitzers no longer agress (sometimes) the larger creep who get in between u and station your shooting at / they defend.

6. very barren spawns of stations creep and even missions in starting systems, also up to about St. Kat. (and in 1 run Up to Eta Ceti ! )

Tiber
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Sun Jul 07, 2019 10:46 pm

Since this is an alpha version, do i need to report small issue's like:

-advanced plasteel armor ( a lvl6 starters item) drops from ares bases. (sry, name edit)
-multiple armors and guns spawn to late ingame, both shop wise and drop schedule.
-late game startons and commonwealth stations sell very basic, not so usefull items / armor / ammo.

Is this known / useless info, or is this actually usefull to anyone?


Cargo bay expansion does not seem to work right, for example, i am flying around in an El 500 whit my old Auton bay dock..ehm thingy, and have now 50m3 cargo space... on an ''freigther''
Gues i should have gone wolfy eh?
Do like the new 10 slots on El500 tho, very nice ^^
Last edited by Tiber on Mon Jul 08, 2019 2:02 am, edited 1 time in total.

NMS
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Mon Jul 08, 2019 12:03 am

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
-plasma advanced armor ( a lvl6 starters item) drops from ares bases.
I'm not sure exactly what item you mean. It looks like Ares outposts should drop items of at least level 7.

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
-multiple armors and guns spawn to late ingame, both shop wise and drop schedule.
If you haven't played recently, nearly all vendors were changed to have more items around the system level or one level higher and fewer items of higher and lower levels, going up to at most 2 or 3 levels above the system level. Overall, I think that was good for game balance. Does that look like what you're seeing?

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
-late game startons and commonwealth stations sell very basic, not so usefull items / armor / ammo.
Although they mostly have level-scaled items, I think they're restricted from having military items, so they generally won't have useful weapons, shields, and armor in the late game. Whether this makes sense is debatable.

Tiber wrote:
Sun Jul 07, 2019 10:46 pm
Cargo bay expansion does not seem to work right, for example, i am flying around in an El 500 whit my old Auton bay dock..ehm thingy, and have now 50m3 cargo space... on an ''freigther''
Gues i should have gone wolfy eh?
Do like the new 10 slots on El500 tho, very nice ^^
The EI500 was changed to have 50 base cargo space and get 150 from a trader's cargo bay. I don't like this change either. It means you sacrifice a lot of maneuverability and weapon slots for a cargo space benefit that only works with that kind of cargo bay. If you can tolerate an even slower ship, you can buy an EI200 at a ship broker and have even more space regardless of what bay you use, but not so many slots.

Tiber
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Mon Jul 08, 2019 2:14 am

Image

Sry typo

As for the loot, yeah this playtrue is now 6 days old, and am still doing it... sounds good tho.
Ares posts dropping blast and other crap armor isnt all that funny ;-p
Ill do a new run soon, constellation for the drones or EP

Hmm, wait now i recall... those are the stations that always got blown up... nvm, now they live! Hahaha!
NMS wrote:
Mon Jul 08, 2019 12:03 am

If you can tolerate an even slower ship, you can buy an EI200 at a ship broker and have even more space regardless of what bay you use, but not so many slots.
yeah i know, the 10slots is what won for me... this round ^^


PS so the ''base'' ship cargo space, now makes the El500 a giant empty square?.... -.-

Tiber
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Sun Jul 14, 2019 1:19 pm

Ok so i started a new playtrue, it's 2 days old now.
Loot still out of place, for example the AK505 starters seige weapon, shows up after mk3 or even at the same time as thermo mark5.
Altho i DO LIKE the randomness of armor segments, some combo's are kinda od looking.... still an improvement tho ^^ (a good idea of making armor segment more of a competition between them, i like the progress ;-)
Image
Immaa keeping it!!.. just because! xD

Anyway; some stations still blown up, like thinker, those get shot way 2easy by proximity of other stations that spawn in a system.
Altho i am for more stations in a system to avoid boredom and barren systems, an space between pirates who dont like one another or even direct opposites would be nice.

Talking about barren systems, the difference between Eridani and Tau Ceti is vast, even if u started in Eridani. ((Wasn't eridany due for an overhaul a while back?)) Even so, this is not the worse still, after Eridani or Tau Ceti the systems are still very sparse in stations of any type. It is almost like the game ''starts'' a couple of systems after St. Kat, an overhaul i strongly recommend. Especially to impress new players.

For example:
-disposable missile launchers, these can be made external weapons.
-have the starter weapons (laser /turbolaser / others) have an external version (one or 2 (for choice)that drops in station loot since drops from destroyed wrecks would be 2rare / damaged / destroyed.
-starting ships all 25MW to power these things, and bring CC starters in line whit regular starter ships
-all pirtaes and other ''red blow up stuff'' alot stronger to coop whit this increased firepower **
-have the pirates also have the external laser or missile or whatever, ( at the moment midway game all of the sudden every ranx ares and kobols and thier grandmother
have external weapons, but no build up to those by previous versions)
-all the above now gives more fireworks, make sure u (aka new players) have something to shoot at
-if u do take my suggestion, ad a micro benedict mission to fit, and warn for damage of externals
for all the above the overhaul of Eridani is kinda needet.

**this would allow some of the pirates armor types segments (5hp? lol ;-)not onley to get an increase, but an ''activation'' of useability/ feasibility as previously discussed elsewhere on these forums.

Dman, i type 2much.
Shaping up pretty good tho, keep it up !

relanat
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Thu Jul 18, 2019 4:29 am

From the OP
2. pirate frigate spawn but dont attack
I tihkn the frigates are ordered to hold in the code so won't move. The idea is that they receive reinforcements and then order them to attack the freighter and player (not sure)? But I agree it should probably try and kill the player if they are in range, but maybe not the freighter as that might be too unbalanced. It might need a new order; 'attackPlayerFromHold or something.
4. missing Huari, altho this might not be a bug, just unlucky.
I ran a couple of games and checked the Huari fortress numbers. The numbers varied widely. Station numbers from 10 games:

2, 5 (all in C8), 4, 0, 7, 8, 12, 4, 6, 3, 7.

Anaxas was well represented. Six games had fortresses there. Usually multiples (4 in one game).
Fortresses occured from C5A to EC (CC: Anaxas and AXS1).

Looks like it is just the (bad) luck of the draw to get none in a game.
6. very barren spawns of stations...
I've noticed this too. Some systems can have only 3 or 4 stations. I think this is intentional as the systems don't have many asteroids or planets so you would expect the station numbers to be low, but it can make the game a bit bleak. One system type is called "&ssEarthSpaceDesert;"! Not expected to be a highly populated system!

There is a mod called "System Density" which increased station numbers but I'm not sure if it works in current game versions. I always played with this mod back in game version 1.1. It is on my list of mods to update but don't hold your breath. I know very little about system code.

Additionally:
I don't think you will ever see external weapons in SOTP. I don't have any info but I believe this is a sort of bonus for when you buy Corporate Command (to encourage interest). Similarly you probably won't see the auton bay in SOTP either. CC is a great addition and definitely worth getting because of these features.

I hadn't noticed the change to the EI500 cargo capacity. It seems a bit odd. Now the EI500 is the same as a Centurion but much slower and with more slots!! But it has always seemed odd to me that a Centurion could have 200 tons of cargo space (shrugs).
Stupid code. Do what I want, not what I typed in!

PM
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Thu Jul 18, 2019 1:06 pm

There are no side-mounted weapons in the core game. You need Corporate Command, or third-party mod, to add some. NM900, while not side-mounted, is external, and can be found in the core game.
Download and Play in 1.9 alpha...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Star Castle Arcade: Relive classic arcade gaming in a new Transcendence adventure!
Playership Drones (WIP): Acquire more wingmen from Ship Broker. Unfinished, but updated to 1.8 beta.
Drake Technologies (Alpha) for 1.8: If you do not have 1.9 alpha 1...

Tiber
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Fri Jul 19, 2019 3:29 pm

I do have CC and my runs are whit CC, usally, or EP.
Anyway, the point was that in CC there are no side-external more basic weapons.
Somewhere mid game almost everything gets side weapons (well not every ship, but plenty of them).
While at the start of a CC game none get laser side weapons, or turbolaser ect ect.
Because (as far i know) side mounted laser weapon does not exist yet.
It is a bit off topic tho, since it isnt really a bug.

3rd game atm, no Huari and sparse systems :'(


On topic:
Reactors:
25mw
50mw
100mw all ok

than u get 150mw
this one seems to spawn more lvl 7 fuel rods (it cant use yet)
the lvl7 fuel rods are ok for 250mw
having a big stack of lvl7 fuel rods, i cant determine anymore if system spawns enuf for 250mw normally.

500mw
1kmw
last 2 ok (disregarding lvl 7 fuel rods entirely to check)


PS not long ago (1.7) i went from 100mw straight to 1kmw, it is more gradual now, well done ^^

PM
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Fri Jul 19, 2019 8:55 pm

The few side-mounted weapons in Corporate Command are all high-level Omnithor loot. You may find few for sale in the Outer Realm, but you probably need to beat up Omnithor for them.
Download and Play in 1.9 alpha...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Star Castle Arcade: Relive classic arcade gaming in a new Transcendence adventure!
Playership Drones (WIP): Acquire more wingmen from Ship Broker. Unfinished, but updated to 1.8 beta.
Drake Technologies (Alpha) for 1.8: If you do not have 1.9 alpha 1...

Tiber
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Sun Jul 21, 2019 7:53 am

slight drone bug:

Image

Code: Select all

07/21/2019 08:56:28	--------------------------------------------------------------------------------
07/21/2019 08:56:28	Start logging session
07/21/2019 08:56:28	Direct3D
07/21/2019 08:56:28	Screen: 1920 x 1080
07/21/2019 08:56:28	Scale: 1.00
07/21/2019 08:56:28	Background blt: Enabled
07/21/2019 08:56:28	Use Direct X: Enabled
07/21/2019 08:56:28	Use GPU compositing: Enabled
07/21/2019 08:56:28	LogPixelsY: 96
07/21/2019 08:56:28	DeviceType: 0x1
07/21/2019 08:56:28	Caps: 0x00020000
07/21/2019 08:56:28	Caps2: 0xe0020000
07/21/2019 08:56:28	Caps3: 0x000003a0
07/21/2019 08:56:28	DevCaps: 0x001bbef0
07/21/2019 08:56:28	DevCaps2: 0x00000051
07/21/2019 08:56:28	[DX] Buffer Format: 22
07/21/2019 08:56:28	Graphics quality maximum: 15 ms; 4 cores.
07/21/2019 08:56:28	Transcendence 1.9 Alpha 1
07/21/2019 08:56:32	Loading user collection.
07/21/2019 08:56:32	Loading news.
07/21/2019 08:56:33	All resources downloaded.
07/21/2019 08:56:34	Loaded game file version: 1.9 Alpha 1 (1.9.101.0)
07/21/2019 08:56:34	Extension: Corporate Hierarchy Vol 1 [1.2.19]
07/21/2019 08:56:34	Extension: Corporate Command [1.2.19]
07/21/2019 08:56:34	Extension: The Stars of the Pilgrim Soundtrack [1.0.5]
07/21/2019 08:56:34	Extension: The Stars of the Pilgrim HD [1.0.7]
07/21/2019 08:56:34	Using API version: 35
07/21/2019 09:31:20	Item not found on object. [(16623 -16777215 174 0 0 0 "\0\0\0\0\xff\xff\xff\xff\0\0\0\0\xff\xff\xff\xff" "\x03\0\0\0ADB\x03\x01\0\0\0\x0b\0\0\0autonConfig\x03•\x01\0\0{ armor:({ hp:28 item:(16482 -16711679 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 17) }) cargo:Nil devices:({ item:(16595 -16777215 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 0) } { item:(8454535 -16777215 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 0) }) name:Nil shieldStatus:Nil }\x01\0\0\0\0\0\0" 0 0 0)] ### (objSetItemData gSource (@ gData "autonItem") "autonConfig" (itmGetData newAutonItem "autonConfig")) ###
07/21/2019 09:33:17	Item not found on object. [(16623 -16777215 174 0 0 0 "\0\0\0\0\xff\xff\xff\xff\0\0\0\0\xff\xff\xff\xff" "\x03\0\0\0ADB\x03\x01\0\0\0\x0b\0\0\0autonConfig\x03•\x01\0\0{ armor:({ hp:28 item:(16482 -16711679 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 17) }) cargo:Nil devices:({ item:(16595 -16777215 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 0) } { item:(8454535 -16777215 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 0) }) name:Nil shieldStatus:Nil }\x01\0\0\0\0\0\0" 0 0 0)] ### (objSetItemData gSource (@ gData "autonItem") "autonConfig" (itmGetData newAutonItem "autonConfig")) ###
07/21/2019 09:36:12	Item not found on object. [(16618 -16777215 174 0 0 0 "\0\0\0\0\xff\xff\xff\xff\0\0\0\0\xff\xff\xff\xff" "\x03\0\0\0ADB\x03\x01\0\0\0\x0b\0\0\0autonConfig\x03–\x01\0\0{ armor:({ hp:32 item:(16387 -16711679 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 7) }) cargo:Nil devices:({ item:(16503 -16777215 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 0) } { item:(16595 -16777215 174 0 0 0 \"\\0\\0\\0\\0\\xff\\xff\\xff\\xff\\0\\0\\0\\0\\xff\\xff\\xff\\xff\" \"\\0\\0\\0\\0\\0\\0\\0\\0\" 0 0 0) }) name:\"Emp 1\" shieldStatus:Nil }\x02\0\0\0\0\0" 0 0 0)] ### (objSetItemData gSource (@ gData "autonItem") "autonConfig" (itmGetData newAutonItem "autonConfig")) ###
07/21/2019 09:43:51	End logging session

NMS
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Sun Jul 21, 2019 8:20 am

Maybe George's implementation of automatic auton armor repair by the auton bay can cause the auton item to change in an event while the screen is open? When I implemented shield recharging in the bay, I managed to avoid that, but doing it for armor might be even trickier.

Tiber
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Mon Jul 22, 2019 2:09 am

y, i can see armor mentioned in that bug code line.
This happened during a switch of a gun tho, not armor, as seen in picture 1

NMS
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Mon Jul 22, 2019 7:37 am

If I'm right, it doesn't matter what item you're replacing. The problem is that the auton item you attempted to modify can't be found because it has changed since the screen was opened. So it will happen any time you attempt to modify an auton with damaged armor and wait in the screen long enough for armor repair to happen.

Tiber
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Thu Jul 25, 2019 2:05 pm

ok, ty

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Song
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Thu Aug 01, 2019 12:13 am

Ironparrot on discord reports that under the right circumstances this can result in item deletion/duplication.
Mischievous local moderator. She/Her pronouns.

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