Search found 556 matches
- Mon Jun 13, 2016 7:42 pm
- Forum: Mod Announcements
- Topic: [UPDATED] Black Market Expansion
- Replies: 23
- Views: 10157
In 1.7a this mod makes upgrading stuff to be almost free. It doesn't account for item in question's cost when upgrading your junk so you can install an $1M gun for 250 credits. That's the first thing I've come across while testing this mod initially. The mod unfortunately needs major work because o...
You could, maybe, create a new item, based upon the currently installed armour segments, using the XML functions. If this works, you could replace the stealth edition with a non-stealth edition after a counter has elapsed. You would need to figure out a method to get the replacement armour segment d...
You can specify the min and max scale for your starmap in the <StarMap> element. By setting the initial scale, you can control what the player sees when first opening the universe map. <SystemMap name= "Known space" backgroundImage= "&rsKnownSpace;" initialScale= "100" minScale= "50" maxScale= "200"...
Manually, by bouncing between the galactic map and adjusting things on the fly in the console until I had things to my liking. Once I had my coordinates, I stuck them into my XML. On the other hand, if you have a process to automate system positioning during system generation, you can totally use ...
I think (but I'm not entirely sure) that the coordinates of star systems on the universe map cannot be changed mid game. They can, actually; you can do so with (sysSetProperty nodeID 'pos '(xPos yPos)) — this proved invaluable when I was arranging systems in TBR to not overlap, intersect, or other...
When I wrote Beyond the Mainline, I tested the number of star systems I could create without crashing the engine. It was fine up to 450 systems and I did not check any number higher than that. Mind you, the layout algorithm is too slow to work with too many star systems, so for the Beyond the Mainl...
When I wrote Beyond the Mainline, I tested the number of star systems I could create without crashing the engine. It was fine up to 450 systems and I did not check any number higher than that. Mind you, the layout algorithm is too slow to work with too many star systems, so for the Beyond the Mainli...
- Fri May 13, 2016 11:52 am
- Forum: Commonwealth
- Topic: Lore Questions (for George)
- Replies: 28
- Views: 6654
I can miss the whole damn world to pay a sneak peek over to the RegDev subforum! Its biggest claim to fame is that it is hidden. As with all things 'secret', your mind starts to build up this image of all that may be there... the more you hear it mentioned, the bigger it grows in your mind. In real...
- Fri May 06, 2016 7:58 pm
- Forum: Beginner's Luck
- Topic: New to the game, finding it hard to evaluate the weapons.
- Replies: 12
- Views: 3876
WMD stands for, you guessed it, Weapon of Mass Destruction. In Transcendence this means it does a percentage of 'structural damage'. Some enemies and most stations require a WMD weapon to effectively bring down. Smaller enemy ships tend to die regardless of a weapons WMD factor.
- Fri May 06, 2016 7:54 pm
- Forum: Beginner's Luck
- Topic: How do you know if you have done everything in a system?
- Replies: 6
- Views: 2973
each system, except for some key systems, is randomly generated. Each time you play the game, the stations, the encounters the layout of the planets, etc will be different. Because of this it is impossible to write down what you can find in each system. Not every system contains a 'boss', in fact, m...
I'm pretty sure it has to do with the API version. Prior to a certain version, you get the old dockscreens. You can also force the old dockscreens by using some attribute on the shipclass, but I don't remember which one.