Search found 556 matches

by pixelfck
Sun Apr 03, 2016 8:54 am
Forum: Shipyards
Topic: AI and Combat Styles
Replies: 4
Views: 2491

Re: AI and Combat Styles

You could. I believe, implement custom behaviour by using a behaviour class. take a look at &evCommTrafficBehavior;.

~Pixelfck
by pixelfck
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
by 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
by 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 ...
by pixelfck
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...
by pixelfck
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

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.
Ouch. From now on, consider Xelerus completely broken security wise and consider your Xelerus password compromised.

~Pixelfck
by 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...
by pixelfck
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
by 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.
by pixelfck
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
by 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...
by pixelfck
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...
by pixelfck
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 ...
by pixelfck
Sat Jan 09, 2016 8:13 pm
Forum: Shipyards
Topic: Using debug mode.
Replies: 11
Views: 6139

Re: Using debug mode.

I posted an updated (v1.0) version on xelerus.
Cheers,
Pixelfck
by pixelfck
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...