Search found 1274 matches

by Periculi
Fri Sep 17, 2021 8:36 pm
Forum: Ideas & Suggestions
Topic: AI generated character portraits
Replies: 2
Views: 9495

Re: AI generated character portraits

Hi Xephyr, nice to see you again!

Those are cool, and pretty impressive that it's AI generated.
by Periculi
Wed Nov 04, 2020 4:06 pm
Forum: Ideas & Suggestions
Topic: TobiusBM's Transcendence Ideas #10 - Naming Your Ship
Replies: 2
Views: 7048

Re: TobiusBM's Transcendence Ideas #10 - Naming Your Ship

I like this idea, it's probably a fairly easy mod to make too.
by Periculi
Mon Nov 02, 2020 8:03 pm
Forum: Commonwealth
Topic: Pilgrimage 2020 so far
Replies: 10
Views: 13869

Re: Pilgrimage 2020 so far

Part II, awesome! Congrats on the advanced tritium cannon :D
by Periculi
Thu Oct 15, 2020 10:21 pm
Forum: Commonwealth
Topic: Pilgrimage 2020 so far
Replies: 10
Views: 13869

Re: Pilgrammage 2020 so far

1000 posts! You made it a good one too.

I hope you will continue your recap in a similar format, it was great read.
I'm not getting any richer out here fighting on my own, that is worrying as I move slowly towards the core.
I know that feeling!
by Periculi
Wed Oct 14, 2020 9:23 pm
Forum: Beta Bug Reports
Topic: It's always Kate...
Replies: 4
Views: 9121

Re: It's always Kate...

F50 wrote:
Wed Oct 14, 2020 8:39 pm
Greetings, it has been, what, 10 years, 11? It feels so good to come back to this game, let me tell you.
Yeah, it's been a while, and I felt the same way too coming back recently. Good to run across you on the forums again!
by Periculi
Wed Oct 14, 2020 1:06 pm
Forum: The Drawing Board
Topic: Things to do with very large networks
Replies: 2
Views: 6565

Re: Things to do with very large networks

I do have some experiments in a github you can check out relanat: https://github.com/Periculi/TranscendenceModExperiments - there is a quick setup for large network generation in there- and it can take a while for the network to get built but that doesn't bother me much. Planets I have always been i...
by Periculi
Wed Oct 14, 2020 12:58 pm
Forum: Beta Bug Reports
Topic: It's always Kate...
Replies: 4
Views: 9121

Re: It's always Kate...

Hi F50!
by Periculi
Tue Oct 13, 2020 9:57 pm
Forum: The Drawing Board
Topic: Things to do with very large networks
Replies: 2
Views: 6565

Things to do with very large networks

Been playing around with the topology generator and having a great time. A really simple set of XML instructions can create a massive labyrinthine star network using the "path" type plus give you some nodes at the edges, for example- in each corner where further processing for node distance from a n...
by Periculi
Fri Oct 09, 2020 7:09 pm
Forum: Commonwealth
Topic: Requests for older mods to be updated or improved
Replies: 23
Views: 35153

Re: Requests for older mods to be updated or improved

I am not too sure modding the bits involved with resurrect code that I saw can affect any changes to how the game is making saves. That's not something I have seen in the XML ever as far as I can recall, which isn't really saying much- I have bad memory and there is a lot of the xml currently I have...
by Periculi
Thu Oct 08, 2020 1:46 pm
Forum: Mod Announcements
Topic: Fireworks!
Replies: 2
Views: 5846

Re: Fireworks!

Awesome fireworks, good job!
by Periculi
Mon Oct 05, 2020 6:43 pm
Forum: Shipyards
Topic: Question for asteroid lookup table
Replies: 6
Views: 9002

Re: Question for asteroid lookup table

AsteroidFields.xml has all kinds of the orbital declarations too. Asteroid rings are down around line 464. PointJuno.xml is using this for Zheling IV <ZAdjust inclination="random" rotation="alignedRandom" excludeLocations="true"> <Lookup table="AsteroidRing25"/> </ZAdjust> and also <Lookup table="As...
by Periculi
Mon Oct 05, 2020 2:20 pm
Forum: Shipyards
Topic: Question for asteroid lookup table
Replies: 6
Views: 9002

Re: Question for asteroid lookup table

GroupIAsteroids.xml line 93 for AsteroidBelt200 which is a part of the GalaxyLibrary. It looks like these are tables pointing to a morphology, not entirely sure what that does, then we see in the AsteroidBelt200Morphology a set of orbital distributions- you can probably use those directly like <Orbi...
by Periculi
Tue Sep 29, 2020 6:48 pm
Forum: Commonwealth
Topic: Requests for older mods to be updated or improved
Replies: 23
Views: 35153

Re: Requests for older mods to be updated or improved

After taking a look at rpgRestorePlayer I think you might be missing some critical things now. ; Repair the ship (intArmorRepairAll gPlayerShip) (intDeviceRepairAll gPlayerShip) (shpRechargeShield gPlayerShip) (shpRefuelFromItem gPlayerShip (itmCreate &itHelium3FuelRod; (shpGetFuelNeeded gPlayerShip...
by Periculi
Tue Sep 29, 2020 4:45 pm
Forum: Commonwealth
Topic: Requests for older mods to be updated or improved
Replies: 23
Views: 35153

Re: Requests for older mods to be updated or improved

NewOldResurrect Maybe this is doing what you want? I don't really pay much attention to the resurrect process, so cloning and ship repairs and moving to a safe place all seems fine and natural to me. This overwrites the unidPlayer and just commented out the stuff going on when you resurrect in there...
by Periculi
Tue Sep 29, 2020 4:28 pm
Forum: Commonwealth
Topic: Requests for older mods to be updated or improved
Replies: 23
Views: 35153

Re: Requests for older mods to be updated or improved

The API version can be updated to 49 and it will load as is from the xelerus package. But this thing doesn't seem to do much at all This is it- <?xml version="1.0"?> <!DOCTYPE TranscendenceExtension [ ;4350-OLD Resurrect mod (removes new resurrection code and goes back to old code) <!ENTITY OldResur...