I am not quite as an old player as you are, but I also agree, Transcendence still has a special place in my heart.
Sometimes I still boot up the game and watch the ships duke it out on the intro screen.
Best wishes to you and anyone else reading this!
Search found 40 matches
- Sun Jun 25, 2023 1:00 am
- Forum: Welcome and Introductions
- Topic: Old Player's Remarks
- Replies: 1
- Views: 34758
- Sun Jun 17, 2018 5:46 pm
- Forum: Announcements
- Topic: 1.8 Beta 2 is ready!
- Replies: 23
- Views: 67426
Re: 1.8 Beta 2 is ready!
Cool update.
Is it just me or are the vikings much larger now?
Is it just me or are the vikings much larger now?
- Sun Mar 04, 2018 2:59 am
- Forum: Announcements
- Topic: 1.8 Beta 1 is ready!
- Replies: 75
- Views: 1397235
Re: 1.8 Beta 1 is ready!
I like the look of the new Centurions. Especially the black ones.
- Sat Dec 24, 2016 4:42 am
- Forum: Commonwealth
- Topic: 1.7 Beta 4 and Part II Alpha Test
- Replies: 76
- Views: 137456
Re: 1.7 Beta 4 and Part II Alpha Test
I feel that its strange that we don't encounter the Iocyrm since they're the guardians of the ancient races, will they be added in a later update? edit: I played as a sapphire until I got the Tor Quan swift, I skipped upgrading to the Eridan since the sapphire has the antimatter lamplighter weapon. ...
- Tue Apr 19, 2016 4:11 pm
- Forum: The Drawing Board
- Topic: TransXtended > The Great Expansion > The Fallen Road
- Replies: 25
- Views: 21228
Re: TransXtended
Is the sung mothership's graphic a placeholder? Because, it'll turn invisible as it rotates. In order for it to have escorts. You need to put <Escort> tags and remove the <Ships> tag which is used for station guards. <Escorts> <Ship count="2d10+2" class="&scWindSlaver;" orders="patrol" patrolDist="2...
- Sun Mar 27, 2016 12:37 am
- Forum: Patch Discussions
- Topic: 1.7a1a Issues that can be fixed in XML
- Replies: 30
- Views: 50754
Re: 1.7a1a Issues that can be fixed in XML
Do spelling errors go here too?
There's the minor one with "outpust" instead of "outpost" in Benedict01.xml on line 734.
Someone already mentioned it on ministry: https://ministry.kronosaur.com/record.hexm?id=54304
There's the minor one with "outpust" instead of "outpost" in Benedict01.xml on line 734.
Someone already mentioned it on ministry: https://ministry.kronosaur.com/record.hexm?id=54304
- Tue Feb 09, 2016 10:08 pm
- Forum: Announcements
- Topic: 1.7 Alpha 1 Ready!
- Replies: 78
- Views: 976739
Re: 1.7 Alpha 1 Ready!
Kinetic explosions feel so much more powerful! Do they do more damage now? Also the laser cannon array is so much better now! I started up a new game of EP, looted a laser cannon array and killed 30 Borers and 32 hammerheads that were swarming around and mining in Kibo. Thermonuclear explosions look...
- Mon Nov 09, 2015 5:46 am
- Forum: Commonwealth
- Topic: My first Permadeath
- Replies: 9
- Views: 8083
Re: My first Permadeath
Congrats! Thats a lot of phobos kills and in the manticore no less!
The very first registered game I beat was with the Manticore as well but I didn't do it permadeath. I got killed by a phobos when desperate escape was on cooldown....
The very first registered game I beat was with the Manticore as well but I didn't do it permadeath. I got killed by a phobos when desperate escape was on cooldown....
- Tue Oct 20, 2015 10:12 pm
- Forum: Official Extensions
- Topic: Osaka Player Ship
- Replies: 18
- Views: 39497
Re: Osaka Player Ship
Frontier 0.5 was Transcendence's predecessor, made in 1995. I can't find a working download link anymore, it seems to have disappeared along with other stuff when Transcendence's link changed to the multiverse. The only ship you could pilot in it was the Osaka. The Osaka is not a freighter like the ...
- Sat Oct 03, 2015 6:45 pm
- Forum: Mod Announcements
- Topic: Shrike's Mines and Missiles ++ (1.1)
- Replies: 32
- Views: 31979
Re: Shrike's Mines and Missiles ++ (1.1)
Small thing: KM100 missiles should weigh 20kg like in Vanilla. Right now, they are 50kg and its ridiculous that its heavier than the KM120 missiles.
Good job on the mod, I've used the laser array and its a lot easier to hit with all 3 lasers now.
Good job on the mod, I've used the laser array and its a lot easier to hit with all 3 lasers now.
- Sat Jul 25, 2015 3:30 pm
- Forum: Bug Reports & Tech Support
- Topic: Control scheme issues from DieuGirl LP on Youtube
- Replies: 4
- Views: 8719
Re: Control scheme issues from DieuGirl LP on Youtube
I think that he also needs to tell the player to press [F1] for the control scheme. Most players won't know how to stop their ship by using [.]. I also agree that stop needs to be mapped to the down key by default.
- Sat Jun 13, 2015 1:56 pm
- Forum: Stable (v1.7) Bug Reports
- Topic: No tinker
- Replies: 9
- Views: 19907
Re: No tinker
I don't think tinker stations spawn that far into the game. Their spawn code is: levelFrequency= "uccuu r---- ----- ----- -----" Meaning that they are uncommon at level 1, 4, and 5 star systems. Common at level 2 and 3 star systems. And rare at level 6 star systems, which also happens to be the last...
- Fri Jun 12, 2015 4:08 pm
- Forum: Official Extensions
- Topic: The Stars Beyond
- Replies: 685
- Views: 653956
Re: The Stars Beyond
With nearly half of 2015 gone, is it still likely that we'll get to see an open beta of TSB in 2015? There's a lot of cool new stuff that weren't in the old download. Such as the Domain's Nodeship and the (new?) Ansabi capital ship. And I think the Coalition's carrier? (In Transcendence Picture thre...
- Thu May 28, 2015 12:00 am
- Forum: Beta Bug Reports
- Topic: Can't dock with Trading post Leo in Sol
- Replies: 4
- Views: 16797
Re: Can't dock with Trading post Leo in Sol
All docking ports will still be full if too many guards spawn, since they spawn docked to their station. A trading post's guards count is: <Ships standingCount="1d4+2"> <Lookup count="1d3" table="&tbCommDefenders;"/> </Ships> Its minimum number of ships is 3, max is 6, but it seems that 1-3 defender...
- Sun May 24, 2015 12:03 am
- Forum: The Drawing Board
- Topic: Revamping the Outer Realm
- Replies: 46
- Views: 26473
Re: Revamping the Outer Realm
A CSC can destroy a worldship if it has a NAMI Heavy Launcher, which is why that in my opinion CSCs should really have a missile launcher or some other ammo based weaponry to defend themselves. Since the number of battles a CSC takes in itself should be small but critical (Phobos attack) in which it...