Search found 564 matches

by NMS
Mon Apr 26, 2021 2:16 pm
Forum: Shipyards
Topic: Transcendence.exe for the current git version
Replies: 2
Views: 109

Re: Transcendence.exe for the current git version

https://www.filehosting.org/file/details/938145/Transcendence.zip But changes to the data files often come with changes to the engine, so if you really want to play the latest dev version, I'd recommend learning to build it yourself: https://forums.kronosaur.com/viewtopic.php?f=51&t=5000&p=78256#p7...
by NMS
Wed Apr 21, 2021 3:57 am
Forum: New Developers
Topic: Successful build!!
Replies: 6
Views: 10101

Re: Successful build!!

Updating again April 20, 2021 since VS 2019 is now required. First, you'll need Visual Studio Community 2019, available for free here: https://www.visualstudio.com/downloads/ Make sure you select "Desktop Development with C++" and, in the right column, "MSVC v142 ... ". You don't need any other opti...
by NMS
Mon Apr 19, 2021 8:22 pm
Forum: Shipyards
Topic: Selecting EP capital ships.
Replies: 2
Views: 114

Re: Selecting EP capital ships.

I don't see any good way to select ships that can give missions. In theory you could search the xml of each ship type with docking ports (and its docking screen if it uses a separate type to define it) for rpgMissionAssignment, if absolutely necessary. But would it work to just use all ships with do...
by NMS
Sun Oct 11, 2020 6:50 am
Forum: Commonwealth
Topic: Requests for older mods to be updated or improved
Replies: 23
Views: 6716

Re: Requests for older mods to be updated or improved

If it's just the saving when you accept a mission that's bothering you, you can disable mission checkpoints in settings.xml.
by NMS
Sun Jun 21, 2020 12:03 pm
Forum: Announcements
Topic: 1.9 Beta 1
Replies: 12
Views: 24111

Re: 1.9 Beta 1

I think the Multiverse and Steam versions of CC and EP should be the same, regardless of which game version you're on. Also, you can opt into the beta version on Steam under Properties -> Betas.
by NMS
Thu Apr 02, 2020 9:29 am
Forum: Commonwealth
Topic: [April Fools 2020] New Year, New Frontier: Transcendence 0.2.0 is Finally Here!
Replies: 5
Views: 2384

Re: New Year, New Frontier: Transcendence 0.2.0 is Finally Here!

Well, if this is actually a prank, you put a lot of effort into it. If it isn't, it was even more effort, but it doesn't run on my machine. (Windows 8)
Exception1.PNG
Exception1.PNG (20.21 KiB) Viewed 2328 times
by NMS
Wed Mar 18, 2020 8:06 pm
Forum: Shipyards
Topic: deciphering a debug log entry help please
Replies: 3
Views: 2031

Re: deciphering a debug log entry help please

This log entry is created by CSingleShip::CreateShip when CSystem::CreateShip returns an error. Unfortunately, it doesn't specify which error, so I don't know what's going wrong.
by NMS
Sat Feb 01, 2020 2:51 am
Forum: Shipyards
Topic: Device slots and slot ID
Replies: 3
Views: 1779

Re: Device slots and slot ID

by NMS
Sat Feb 01, 2020 2:25 am
Forum: Shipyards
Topic: thrust and thrustRatio explanation please
Replies: 3
Views: 2456

Re: thrust and thrustRatio explanation please

You mean 2 MW, not 0.2.
by NMS
Sun Jan 19, 2020 4:24 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 8166

Re: Trouble with getting mods to work

It shouldn't be a problem for more than one mod to define the same type. I think the one with the highest UNID will be loaded last and overwrite the other(s).
by NMS
Sat Jan 18, 2020 7:21 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 8166

Re: Trouble with getting mods to work

I think you can just copy the entity definition (<!ENTITY someEntity "0xnnnnnnnn">) from the mod with the type you want to use to the mod where you use it. Or use the hex UNID (0xnnnnnnnn) rather than the entity (&someEntity;). But then your mod will only work if the mod containing that type is also...
by NMS
Tue Dec 31, 2019 8:53 pm
Forum: Commonwealth
Topic: About non-omni primary weapons without WMD
Replies: 2
Views: 1874

Re: About non-omni primary weapons without WMD

In theory, they should have slightly more DPS than WMD weapons of the same level, and better shot speed. So if you have good accuracy they might be the fastest non-ammo weapons at damaging things other than compartments and stations. In practice, the omni versions generally have higher effective DPS...
by NMS
Sat Dec 28, 2019 10:18 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 8166

Re: Trouble with getting mods to work

Zeke wrote:
Sat Dec 28, 2019 12:13 am
I'm using the 1.7 xml's because that was the latest on Xelerus. Where can 1.8 be downloaded?
Links here: https://forums.kronosaur.com/viewtopic.php?f=15&t=8737
by NMS
Sun Dec 15, 2019 11:34 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 8166

Re: Trouble with getting mods to work

That's all rather odd. Mods could prevent the player from having any powers, in which case I think pressing the key results in a "No powers" message. But I don't believe they could prevent the Enable/Disable menu from working. Are you sure you were pressing the right keys for your current keyboard c...
by NMS
Mon Dec 02, 2019 9:00 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 8166

Re: Trouble with getting mods to work

It's spelled "Extensions".