Search found 41 matches
- Fri Oct 12, 2012 1:31 pm
- Forum: Commonwealth
- Topic: [George] Where do shots of ammoless matter guns come from?
- Replies: 20
- Views: 10461
Re: [George] Where do shots of ammoless matter guns come fro
What weapons would fire these one gram masses? Light (and/or heavier) recoilless cannon? Flensers? Any of the other standard kinetic weapons? Basically, every single Kinetic "ammoless" weapon come from....those asteroids you se... or the metal junk. Anything will do, as long as it can be turned int...
- Fri Oct 12, 2012 1:27 pm
- Forum: Commonwealth
- Topic: "$name is not interested in buying SmartCannon rounds."
- Replies: 3
- Views: 2903
Re: "$name is not interested in buying SmartCannon rounds."
Each SmartCannon round is worth one credit. If buy back is less than full price, then the SmartCannon round price offered would be less than one, truncated to zero. Stations do not buy back items worth zero. Is is possible to change truncation to round up in selling...? I mean, it COULD be a good m...
- Fri Oct 12, 2012 1:12 pm
- Forum: Mod Announcements
- Topic: New Stations: DBG Heavy Industries & Spacer Hotels
- Replies: 4
- Views: 4171
Re: New Stations: DBG Heavy Industries & Spacer Hotels
RPC wrote:Great with Heavy Industries
Instantly dl'd.
- Fri Oct 12, 2012 1:11 pm
- Forum: Mod Announcements
- Topic: [New Mod] Wrap Around to Awesome
- Replies: 4
- Views: 4287
Re: [New Mod] Wrap Around to Awesome
those kinds of attacks wont skip shields right? or will it?!
- Thu Oct 11, 2012 12:25 pm
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 105543
Re: [MOD] The Network
Actually, I think it was a regression bug: (since the game saves every time you gate, so Network increases amount of times the game could derp-save...) http://wiki.neurohack.com/transcendence/trac/ticket/1128#comment:2 Hopefully 1.08h comes out soon... :/ I was trying to make TypCreate make a dynam...
- Wed Oct 10, 2012 3:52 pm
- Forum: Mod Announcements
- Topic: [MOD] The Network
- Replies: 202
- Views: 105543
Re: [MOD] The Network
I wonder, is it possible to fix The Network (and possibly pattern the Network to fit the current Topology XML)?
...and what DOES need fixing, specifically...?
(I kinda miss it right now...)
...and what DOES need fixing, specifically...?
(I kinda miss it right now...)
- Wed Jul 18, 2012 1:59 pm
- Forum: Modding Reference
- Topic: function list 1.08d
- Replies: 3
- Views: 4447
Re: function list 1.08d
I don't know if this is good or bad but I find this page more useful than the xelerus functions page (I use it for the specifics) :/
- Sun Jul 15, 2012 12:37 pm
- Forum: Shipyards
- Topic: A Possible Modding FAQ: Events
- Replies: 4
- Views: 3018
Re: A Possible Modding FAQ: Events
XD Thanks. Last time I was on the wiki (which... is... I forgot actually) all the pages dissappeared :/....
Anyway, does it also contain Events for templates, if there are any?
And also...... i hate my internet (*sees pages load for 3 minutes minimum.*)
Anyway, does it also contain Events for templates, if there are any?
And also...... i hate my internet (*sees pages load for 3 minutes minimum.*)
- Sun Jul 15, 2012 12:10 pm
- Forum: Shipyards
- Topic: A Possible Modding FAQ: Events
- Replies: 4
- Views: 3018
A Possible Modding FAQ: Events
Can anyone list all possible Events that is handled by Transcendence?
(Examples that I could pull: OnCreate, OnUpdate, OnInvoke, etc...)
I just wanted to know what events can you use, especially when an item has been spawned... or installed... or uninstalled... etc.
Also for stations... etc.
(Examples that I could pull: OnCreate, OnUpdate, OnInvoke, etc...)
I just wanted to know what events can you use, especially when an item has been spawned... or installed... or uninstalled... etc.
Also for stations... etc.
- Sun Jul 15, 2012 12:00 pm
- Forum: Shipyards
- Topic: System size
- Replies: 13
- Views: 6518
Re: System size
...? Is the Sol System really that big? I always thought that Sol was only around 20% bigger than St. Kats...
- Sun Jul 15, 2012 11:53 am
- Forum: Announcements
- Topic: 1.08d
- Replies: 44
- Views: 31724
Re: 1.08d
:O Finally a fix to some bugs... and of course more bugs from unknown places (I haven't gotten around to trying them though... not until I can fix the script on my mod.)
GJ george! `(^.^)b
GJ george! `(^.^)b
- Sat Jul 14, 2012 12:57 am
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 397131
Re: UNID Database
|0xDEEF|ronelm2000|
Please and thank you
Please and thank you
- Sat Jul 14, 2012 12:24 am
- Forum: Mod Announcements
- Topic: [Mod] Playership Drones v5
- Replies: 30
- Views: 17879
Re: [Mod] Playership Drones v5
A few things you might remember to fix / add (depending on your priority of course!): (1) An additional extension that can override Dynamic Systems, most especially the ships specific to it. (2) An additional extension that can override The Network (even if it's just for the CSC Mk-II and CSC HQ and...
- Fri Jul 13, 2012 3:34 pm
- Forum: Commonwealth
- Topic: Galactic Map in Elysium
- Replies: 5
- Views: 3668
Re: Galactic Map in Elysium
According to some sources, Elsyium is located ... somewhere. not. in the galaxy. Which might explain the wierd Galactic Map. Heck, even The Network mod did not allow for Elysium to be part of the Milky Way Galaxy/.
- Fri Jul 13, 2012 3:32 pm
- Forum: Commonwealth
- Topic: why are the forums so dead
- Replies: 21
- Views: 9947
Re: why are the forums so dead
Is the forums really dead? I need to get in here more often.