Search found 32 matches
- Thu Nov 12, 2020 3:35 am
- Forum: Mod Announcements
- Topic: The Final Strike
- Replies: 39
- Views: 82210
Re: The Final Strike
1.8 because that is what people download from the multiverse main page. I'm a player, not a beta tester. Since it was posted on the game's multiverse download page, I assumed it was compatible with the latest known declared stable version. If it wasn't made for the game that is offered to download o...
- Thu Oct 08, 2020 1:52 pm
- Forum: Mod Announcements
- Topic: The Final Strike
- Replies: 39
- Views: 82210
Re: The Final Strike
When I try to play this mod it never lights up the start game checkmark and has this little blurb:
- Sun Jan 19, 2020 5:23 pm
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
My playership is the Armstrong Freighter mod, along the solar items mod that has the stronger solar power array and blast plate style solar armor, and making a positron cannon to be an omni weapon. For the last I found a Xelerus mod for a graviton omni weapon, switched the type of damage and matched...
- Sun Jan 19, 2020 1:35 pm
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
It appears that I got the playership mod and two other mods to merge. The stuff is parked in inventory. There might be other problems later because this items are not for early use. But since I've used at least one of the other item mods before and it worked fine, I'm not too worried about them work...
- Sat Jan 18, 2020 11:04 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
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 als...
- Sat Jan 18, 2020 4:38 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
OK, I decompiled it. I basically hate using the command prompt for anything other that OS fixes, especially 3rd party software. My new issue is trying to combining mods. In particular a playership mod where I wanted to add gear from another mod to the playership stating inventory. Obviously if I jus...
- Fri Jan 17, 2020 5:10 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
Sorry, but that really is your best option if you want to look at the XML files; to my knowledge, they’re not uploaded anywhere. You might be able to find the 1.8 files in the Git repository if it keeps a history of old versions, but you may have to dig a bit since it’s currently on the 1.9 stream...
- Fri Jan 10, 2020 8:15 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
Still trying to sell me a plan I didn't want. I just wanted to dl it like the older versions on Xelerus.AssumedPseudonym wrote: ↑Sun Dec 29, 2019 8:03 amThis will decompile Transcendence.tdb, not Transcendence.exe. The TDB files decompile into the assorted XML files (plus whatever graphic or audio files are included).
- Sun Dec 29, 2019 2:38 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
No, not the game. The source code xmls. I'm not going to decompile the game.NMS wrote: ↑Sat Dec 28, 2019 10:18 pmLinks here: https://forums.kronosaur.com/viewtopic.php?f=15&t=8737
- Sat Dec 28, 2019 4:55 am
- Forum: Mod Announcements
- Topic: Armstrong Player Ship mod
- Replies: 10
- Views: 15980
Re: Armstrong Player Ship mod
Thanks. Any hope for an update soon? You can't trade it in and it doesn't have a device disable screen. I'll post it up somewhere else on the forum if that will help,. Trying to avoid needing a membership at Xelerus if I can. Odd - I've been playing with it almost exclusively for the past few month...
- Sat Dec 28, 2019 12:13 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
Thanks for the info.
I'm using the 1.7 xml's because that was the latest on Xelerus. Where can 1.8 be downloaded?
I'm using the 1.7 xml's because that was the latest on Xelerus. Where can 1.8 be downloaded?
- Fri Dec 27, 2019 8:46 am
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
Yeah, I'll have to ditch most of the Dealer stations mod. I wanted the trader that dealt in xeno weapons, but it added that plus 3 other dealers. Fortunately the mod is broken into 4 parts and I can ditch the EI, Nami, and ROM vendor. Dumping 3/4ths should help to restore more standard stations. The...
- Fri Dec 27, 2019 6:22 am
- Forum: Mod Announcements
- Topic: Armstrong Player Ship mod
- Replies: 10
- Views: 15980
Re: Armstrong Player Ship mod
Thanks.
Any hope for an update soon? You can't trade it in and it doesn't have a device disable screen.
I'll post it up somewhere else on the forum if that will help,. Trying to avoid needing a membership at Xelerus if I can.
Any hope for an update soon? You can't trade it in and it doesn't have a device disable screen.
I'll post it up somewhere else on the forum if that will help,. Trying to avoid needing a membership at Xelerus if I can.
- Mon Dec 16, 2019 10:45 pm
- Forum: Beginner's Luck
- Topic: Trouble with getting mods to work
- Replies: 31
- Views: 48737
Re: Trouble with getting mods to work
Well, the mods on the multiverse are worth a try, And if you are in to modding, there is a nice tutorial here: https://transcendence.kronosaur.com/guidePage.hexm?id=938 I've seen all of that. Actually no, I'm not hoping to delve deep into modding this game. Modding games can end up like a crack hab...
- Mon Dec 16, 2019 7:57 am
- Forum: Mod Announcements
- Topic: Armstrong Player Ship mod
- Replies: 10
- Views: 15980
Re: Armstrong Player Ship mod
Any image of this ship available?