You could. I believe, implement custom behaviour by using a behaviour class. take a look at &evCommTrafficBehavior;.
~Pixelfck
Search found 556 matches
- Sun Apr 03, 2016 8:54 am
- Forum: Shipyards
- Topic: AI and Combat Styles
- Replies: 4
- Views: 2491
- Fri Apr 01, 2016 10:20 am
- Forum: The Drawing Board
- Topic: My first mod at last
- Replies: 8
- Views: 4647
Re: My first mod at last
Take a look at the Getting Started with Modding tutorial. It is aimed at people without any programming background.
~Pixelfck
~Pixelfck
- Sat Mar 12, 2016 9:49 pm
- Forum: Commonwealth
- Topic: Twitch session with mods
- Replies: 28
- Views: 20134
Re: Twitch session with mods
I'm honoured to see that one of my mods was already suggested!
As another suggestion, you could try using: Trade Assistant: a tiny mod that smoothens your trade experience.
~Pixelfck
As another suggestion, you could try using: Trade Assistant: a tiny mod that smoothens your trade experience.
~Pixelfck
- Sun Feb 28, 2016 1:44 pm
- Forum: Ideas & Suggestions
- Topic: Traffic behavior that actually works w/ supplies
- Replies: 7
- Views: 4462
Re: Traffic behavior that actually works w/ supplies
Nice idea and implementation. I always thought it would be nice if the spaceships that jumped a gate just before you would actually exist on the other side of the gate if you jumped right after them. If you would combine this trade behaviour with the above, you could (with smoke and mirrors) create ...
- Fri Jan 29, 2016 8:35 pm
- Forum: Ideas & Suggestions
- Topic: More weapon balance stats
- Replies: 38
- Views: 17089
Re: More weapon balance stats
@George, May I ask why we 'need' the inherent damage type resistance curves on armor? If you ask me, the level dependent armour resistance makes the whole weapon balance challenge needlessly complicated. If the armour would, with increasing level, 'only' increase in expected hp and not have an autom...
- Thu Jan 28, 2016 11:35 am
- Forum: Mod Announcements
- Topic: Syndikat Fixes - Mends issues with BM justice system
- Replies: 6
- Views: 6035
Re: Syndicate Fixes - A cleaner justice system for the BM
Ouch. From now on, consider Xelerus completely broken security wise and consider your Xelerus password compromised.AssumedPseudonym wrote:Xelerus is notoriously on its last legs. The trick for getting a mod to upload is, when you enter its description, not to use any apostrophes or odd Unicode characters.
~Pixelfck
- Tue Jan 26, 2016 10:55 am
- Forum: Beginner's Luck
- Topic: Registered game
- Replies: 5
- Views: 5569
Re: Registered game
To play a registered game, you need to play the vanilla game (no mod, not even registered mods) and be connected to the internet during the start and all subsequent playing sessions. I experienced problems in the past with playing offline sometimes and the game behaving funny because of that. It was...
- Sat Jan 23, 2016 10:42 am
- Forum: Bug Reports & Tech Support
- Topic: Is this a bug, or an easter egg?
- Replies: 9
- Views: 13344
Re: Is this a bug, or an easter egg?
It is a shame those were removed, I liked them and the game mechanic a lot.
~Pixelfck
~Pixelfck
- Thu Jan 21, 2016 5:08 pm
- Forum: Commonwealth
- Topic: Newest member of the Transcendence community
- Replies: 17
- Views: 11166
Re: Newest member of the Transcendence community
Concrats George.
- Thu Jan 21, 2016 5:07 pm
- Forum: Ideas & Suggestions
- Topic: Weapon balance stats
- Replies: 28
- Views: 13143
Re: Weapon balance stats
While this is fantastic data, one very important variable is not included in these numbers, namely: can the weapon actually hit the armor.
High speed, many (long) projectiles score more hits than slow projectiles. Just like the omni-weapons score more hits on average.
~Pixelfck
High speed, many (long) projectiles score more hits than slow projectiles. Just like the omni-weapons score more hits on average.
~Pixelfck
- Fri Jan 15, 2016 11:07 pm
- Forum: Shipyards
- Topic: Bug reporting
- Replies: 8
- Views: 4325
Re: Bug reporting
Mod clashes can happen quite easily though if you start changing / overwriting vanilla content (as I do a lot in Black Market Expansion). Still, whatever the cause, feedback on potential bugs is always welcome, I think this holds true for any modder (I have to agree with AssumedPseudonym, feedback i...
- Tue Jan 12, 2016 10:40 am
- Forum: Shipyards
- Topic: Reactor overload: which devices are disabled first?
- Replies: 8
- Views: 5578
Re: Reactor overload: which devices are disabled first?
Oh, or maybe it's the highest consuming at the time of the overload. Then it could be the shield if it's regenerating, or it could be the weapon if you're firing. This is what I meant. A weapon typically gets disabled if you fire it, otherwise it typically is the shield generator while it is regene...
- Mon Jan 11, 2016 10:19 am
- Forum: Shipyards
- Topic: Reactor overload: which devices are disabled first?
- Replies: 8
- Views: 5578
Re: Reactor overload: which devices are disabled first?
As far as I know there is no mod that gives you information on which devices pushed the reactor over the edge and I doubt it would be possible to create such a mod because I think the information is not available for scripting. I think however, that the device with the highest energy consumption is ...
- Sat Jan 09, 2016 8:13 pm
- Forum: Shipyards
- Topic: Using debug mode.
- Replies: 11
- Views: 6139
- Sat Nov 14, 2015 9:15 am
- Forum: Ideas & Suggestions
- Topic: Internals Discussion (Split from balance suggestion thread)
- Replies: 21
- Views: 10590
Re: Internals Discussion (Split from balance suggestion thre
I've two thoughts on compartments: 1. One thing that always surprises me is that you can destroy a compartment, without the adjacent compartments taking any damage. I would expect the adjacent compartments to be damaged quite a bit by destroying the compartment directly next to it. This change could...