Search found 147 matches

by EditorRUS
Wed Aug 23, 2017 2:14 pm
Forum: Announcements
Topic: Xelerus will no longer function from 1st September, 2017 [Edit: Actually it will, but we're replacing it anyway]
Replies: 29
Views: 12066

Re: Xelerus will no longer function from 1st September, 2017

I've done a complete dump of all xelerus mods as of 23.08.2017 (1007 still available mods out of 1586 signatures) Download the archive from here: https://mega.nz/#!r9FlnIzD!841GZDL4wJp9ZbUyltIePCptJRqDmiOENeCvtc4mEC0 xelerus_dump.json contains following information: mod's name, description, category...
by EditorRUS
Thu Apr 13, 2017 8:40 pm
Forum: Modding Reference
Topic: Diving into source code: TLisp and XML implementations 101
Replies: 2
Views: 2953

Re: TLisp and XML implementations 101

The code is actually pretty well-commented and easy to understand once you get a hang of it, but it is absolutely massive. But this guide should give a head start for those who wish to merely get the whole idea of how to search information in the source code in general. Once you dive deep into it, y...
by EditorRUS
Mon Apr 10, 2017 11:07 pm
Forum: Modding Reference
Topic: Diving into source code: TLisp and XML implementations 101
Replies: 2
Views: 2953

Diving into source code: TLisp and XML implementations 101

It took me forever, but I finally managed to find everything I need. TLisp TLisp is defined and implemented mostly here: Alchemy/CodeChain Structure of TLisp The most basic element of TLisp is ICCItem defined in Include/CodeChain.h @ 92 and implemented in CodeChain/ICCItem.cpp This class represents ...
by EditorRUS
Wed Jul 20, 2016 11:30 pm
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.91 [WIP]

Well then. I did manage to finish the marauders pack, but the problem is that this mod is now lagging badly. I'll have to spend some time optimizing it. Until then, here's an unoptimized version. Until I fix the lagginess, I won't proceed. Until then, you can go and preview the changes.
by EditorRUS
Tue Jul 19, 2016 5:02 am
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.91 [WIP]

I am almost done with Marauders. This pack will include expansion data for three factions - Centauri Warlords, Charon Pirates and Marauders. Unless I screw up something badly, I should be able to finish by tomorrow or maybe the day after tomorrow
by EditorRUS
Wed Jul 13, 2016 7:16 pm
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.91 [WIP]

That takes much more time than anticipated.
by EditorRUS
Wed Jun 29, 2016 10:47 am
Forum: Announcements
Topic: 1.7 Alpha 2
Replies: 23
Views: 15583

Re: 1.7 Alpha 2

Somewhat of a major inconvenience: you can thrust continuously using right mouse button, but you can't do the same using keyboard. It will only thrust when ship has stopped rotating and don't you even dare rotating it more. Centauri Command Ship appears in the menu. It is deprecated, isn't it? Mouse...
by EditorRUS
Mon Jun 27, 2016 1:49 pm
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.91 [WIP]

Expansion Mod is updated! Changelog: Corporate Hierarchy Expansion Program is implemented. 5 new global lambdas added. (read lambda reference.txt for reference) Now there can be multiple exclusion criteria. Dynamic Systems is required for correct work now. Now you can add or remove systems where exp...
by EditorRUS
Sat Jun 25, 2016 6:20 am
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.9

And its strange to see that not every system has a colony of CW. It won't happen that easily: >1. We check what sovereigns there are in that system Only present ACTIVE sovereigns are expanding in a system. Most systems do have certain CW stations, but starting from mid-game those are mostly militar...
by EditorRUS
Fri Jun 24, 2016 6:58 pm
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.9

Fine ideas. But how are you going to balance the population : buyer ratio? It doesn't matter. It's not the people who live there, it's the companies that bring supplies for the people. They are the ones Corporate Hierarchy is working with. And the logic is simple: more stations = more people = more...
by EditorRUS
Fri Jun 24, 2016 5:16 pm
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.9

Yeah, I've been told about you. My way is much more flexible, in my opinion. Before writing my code, I am actually writing how different sovereigns expand. For example, Commonwealth will be all over the place and form HUGE conglomerates, since it's a prevalent faction that serves for people. And yes...
by EditorRUS
Fri Jun 24, 2016 6:31 am
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod 0.9

Update:
Quick hotfix. Apparently the game never created overseers beyond Eridiani.
by EditorRUS
Thu Jun 23, 2016 3:49 pm
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Re: Expansion Mod: experimental version

Expansion Mod is updated! The mod is now in playtesting stage. Some code was rewritten and new functionality was added. This allows me to create a little less rigid expansion chains. Expansion chains for Commonwealth are defined. You should be able to see a lot of commonwealth stations around, heh. ...
by EditorRUS
Sun Jun 19, 2016 6:56 pm
Forum: Mod Announcements
Topic: Expansion Mod 0.91 [WIP] [DEAD FOR NOW]
Replies: 14
Views: 5708

Expansion Mod 0.91 [WIP] [DEAD FOR NOW]

Have you ever thought that Transcendence's universe feels somewhat... empty? Even with Dynamic Systems there seems to be lack of one thing: faction's war for territory. This mod is supposed to fix that problem. The point is to make factions expand, which means they are going to build new stations ov...
by EditorRUS
Wed Jun 15, 2016 8:57 pm
Forum: Mod Announcements
Topic: Cabbage Corp
Replies: 60
Views: 34243

Re: Cabbage Corp

Also, according to the wiki, the concatenation function shouldn't even be expected to work for this. http://xelerus.de/index.php?s=functions Just read it all. That's where I confirmed my thought of that function being used that way. Sticks together strings, integers, booleans or literals forming la...