Search found 556 matches
- Thu Jan 26, 2017 6:36 pm
- Forum: Announcements
- Topic: New Forums, Same Great Content
- Replies: 9
- Views: 17374
Re: New Forums, Same Great Content
wow, thought the forums had gone
- Mon Jun 13, 2016 7:42 pm
- Forum: Mod Announcements
- Topic: [UPDATED] Black Market Expansion
- Replies: 23
- Views: 21408
Re: [UPDATED] Black Market Expansion
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...
- Fri Jun 03, 2016 8:32 pm
- Forum: Shipyards
- Topic: More systems per game
- Replies: 4
- Views: 4432
Re: More systems per game
Beyond the Mainline should be compatible with Corporate Command, or at least, it used to be.
~Pixelfck
~Pixelfck
- Mon May 30, 2016 4:27 pm
- Forum: Shipyards
- Topic: Trying To Fix Stealth
- Replies: 18
- Views: 11390
Re: Trying To Fix Stealth
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...
- Mon May 16, 2016 3:14 pm
- Forum: Shipyards
- Topic: Max Starsystems
- Replies: 18
- Views: 14982
Re: Max Starsystems
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"...
- Mon May 16, 2016 1:25 pm
- Forum: Shipyards
- Topic: Max Starsystems
- Replies: 18
- Views: 14982
Re: Max Starsystems
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 ...
- Mon May 16, 2016 10:24 am
- Forum: Shipyards
- Topic: Max Starsystems
- Replies: 18
- Views: 14982
Re: Max Starsystems
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...
- Mon May 16, 2016 9:16 am
- Forum: Shipyards
- Topic: Max Starsystems
- Replies: 18
- Views: 14982
Re: Max Starsystems
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...
- Sun May 15, 2016 7:10 pm
- Forum: Shipyards
- Topic: Max Starsystems
- Replies: 18
- Views: 14982
Re: Max Starsystems
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: 18822
Re: Lore Questions (for George)
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: 11088
Re: New to the game, finding it hard to evaluate the weapons
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.
~Pixelfck
~Pixelfck
- 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: 7100
Re: How do you know if you have done everything in a system?
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...
- Mon May 02, 2016 4:37 pm
- Forum: Shipyards
- Topic: New ship, Old dock screen.
- Replies: 2
- Views: 3358
Re: New ship, Old dock screen.
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.
~Pixelfck
~Pixelfck
- Sun Apr 10, 2016 8:47 pm
- Forum: Shipyards
- Topic: XML Manipulation Functions: Test Code
- Replies: 14
- Views: 10308
Re: XML Manipulation Functions: Test Code
Note: I updated the Console Dockscreen mod
~Pixelfck
~Pixelfck
- Sun Apr 10, 2016 5:25 pm
- Forum: Mod Announcements
- Topic: [UPDATED] Trade Assistant
- Replies: 2
- Views: 5871
Re: [UPDATED] Trade Assistant
This mod has been updated for compatibility with 1.7alpha1.
~Pixelfck
~Pixelfck