Succession #4

General discussion about anything related to Transcendence.
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Mods to Include in V4?

Poll ended at Tue Jun 25, 2013 1:20 pm

Add Extreme Iocrym
4
1%
Wait for a fixed Mining Pack
5
2%
Remove Planet Parallax
6
2%
Remove Tesseract Cargo Pods
5
2%
Play only Vanilla
2
1%
Permadeath only conduct
2
1%
Play with few (less than 20) mods
5
2%
Vote for mods below (don't vote this option)
1
0%
800 New Weapons
7
2%
Agauptera
4
1%
ODM Alarm System
3
1%
Paper Fleet V2
5
2%
Ancora
6
2%
Angelus
1
0%
Asteroid Scanner
4
1%
Banks
6
2%
Bussard Reactors
5
2%
Cantharid (recon + heavy Assault)
3
1%
Captain's Log
8
3%
Cargo Summary
5
2%
Cestus
5
2%
ODM Civilian Crafts
5
2%
Crystal Clear Iocrym (conflicts with Extreme Iocrym though :( )
4
1%
Osaka
4
1%
Aeonic Ships (Praetorian + Stalwart + Starlight)
5
2%
Danu
3
1%
dbg Q-ships
4
1%
Descendence
4
1%
Descent Pyro GX
2
1%
Weapons Extended 5
5
2%
Doomstar
2
1%
DraCorpItems
5
2%
Bobby's Repair Droids
5
2%
Dynamic Systems
6
2%
Gravity
2
1%
Neuros Media Player
2
1%
Test Drive
3
1%
RPC's Utility Items
5
2%
Visible Damage V2
5
2%
Emergency Escape Beacons
3
1%
Encounter Expansions
6
2%
Europa Code (remembers code given to you for Europa vault)
4
1%
Mined Asteroids Explode
5
2%
Fellow Pilgrims
3
1%
Gauntlet
2
1%
Hawking
4
1%
HD Stargates
5
2%
"PDmod" ICX Overhaul
5
2%
Interceptor
2
1%
Items 912
7
2%
Named Ore
5
2%
New Armors
5
2%
Newts in space
1
0%
Nighthawk X
1
0%
NoDockNavBeacon
4
1%
NoPowers
1
0%
Orbital Space Station
5
2%
Patch Spider Icon
3
1%
Planet Parallax
1
0%
Playership Drones
5
2%
Sandbox ADVLRS
4
1%
SFItemGraphics
5
2%
SI CMS (SI Commonwealth Military Station)
4
1%
Slaver912
4
1%
SM&M
5
2%
SpongeJr's Variety Sounds
5
2%
Starburn Autons
3
1%
Thunderbird
2
1%
Tesseract Cargo Holds
2
1%
Mining Pack
4
1%
Uncharted
5
2%
WaveTransceiver/Interstellar Communication
3
1%
Weapons Labs
3
1%
Rogue Traders Guild
5
2%
Configure Screen/Change Cargohold View By Category
6
2%
Extreme Iocrym(conflicts with Crystal Clear Iocrym)
4
1%
Item repair framework
5
2%
Salvagers upgrade
3
1%
System Density
5
2%
TSB (can't find link yet but will)
2
1%
 
Total votes: 319
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Actually they're still at St. Kat's. I didn't bring them because I didn't want them to die but now we can upgrade them so >:D
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
FourFire
Militia Captain
Militia Captain
Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

RPC wrote:Actually they're still at St. Kat's. I didn't bring them because I didn't want them to die but now we can upgrade them so >:D
So we have six ships fully kitted out with VII+ weapons, VIII+ sheilds and IX+ armor...

Your play (I suggest you immediately upgrade the ancora reactors, because they will power down as soon as you pilot them)
I wonder if we can actually completely defeat the Iocrym... that means rescuing all of the research stations, i think it might work, but we'll need IX weapons on all the Ancoras.

Have fun!

Save 11
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
Jay2Jay
Militia Commander
Militia Commander
Posts: 283
Joined: Fri Jan 11, 2013 12:57 am

*Jay2Jay quietly sneaks in and steals the save :twisted: *

If I don't have it to you by Friday morning, I'm at a military base in Georgia stealing my grandmother, until Sunday/Monday.
Jay2Jay
Militia Commander
Militia Commander
Posts: 283
Joined: Fri Jan 11, 2013 12:57 am

Well I took the turn and let me just say, I don't know how you guys stand having so much CRAP in your holds, so I sold everything that I thought no one would miss.
In the end I left everything where I found it, just not like I found it. I got a Ranx Dessie with two Katanas and a bishido something or another. Other than that all the supplies and basic junk have been sold to either ringers or cw. If I sold your fav thing, sorry. Oh and I bought a few shields.

Link to save on Xelerus --> http://xelerus.de/index.php?s=mod&id=1294

BTW: congrats RPC! You are now a fleet admiral just like Ttech and Wolfy! I salute you man! o_o7
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

RPC wrote:Also noticed that PSD ships don't have Visible Damage on them o.o
I posted a fix in your Visible Damage topic. You know what to do.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
FourFire
Militia Captain
Militia Captain
Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

Jay2Jay wrote:Well I took the turn and let me just say, I don't know how you guys stand having so much CRAP in your holds, so I sold everything that I thought no one would miss.
[...]
Other than that all the supplies and basic junk have been sold to either ringers or cw. If I sold your fav thing, sorry. Oh and I bought a few shields.

Link to save on Xelerus --> http://xelerus.de/index.php?s=mod&id=1294
Yeah many of the mods add items, many of which are superfluos, but damaged devices of high level can be used in the fabricator to produce fixed devices.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Jay2Jay: What did you do to the map? There's tons of pointers to every ship in the system :S
Image
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Jay2Jay
Militia Commander
Militia Commander
Posts: 283
Joined: Fri Jan 11, 2013 12:57 am

I installed the advanced LRS on the dread, but it was like that when I started my turn.
Jay2Jay
Militia Commander
Militia Commander
Posts: 283
Joined: Fri Jan 11, 2013 12:57 am

Im currently working on some 'stuff' for succession #5, any suggestions?
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Will post save in ~10 hours.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Still in PJ, going to try and make a beeline to Heretic.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

We're at Heretic now.
Save Turn 13

Couple things/issues with the Succession:

#1: We become too powerful too early. Middle game becomes late game and late game is a huge grind. We had a few million credits by the time we hit St. Kats whereas in the vanilla game that amount of cash is seen only during late game. This surplus cash allows us access to *everything* and at that point we're only limited by what the RNG spawns.
Couple ideas for fixes:

Get rid of money sources. This would mean:
-modify Banks to give out less money over time
-Have Dynamic Systems destroy wrecks (so that there's less loot)
OR
-have more salvagers/ friendly gaians as competition for wrecks

Make enemies harder
-Have Dynamic Systems buff enemies (this idea will probably get shot down)

Another issue related to #1 is that we got the Eagle which has seven (7!) weapon slots very early during the game (around the first ~10 systems). Had we been forced to stick with other ships with less slots we might not have gotten as powerful as we did.

#2: We have too many items. There's tons of usables that we don't even use, and most of them are left unidentified for the rest of the game. Ammo piles are left untouched and there's no actual use of launchers. We stick with the ammoless weapons, and we're fine for the rest of the game.
Couple ideas:
-remove some item mods? Maybe WE5 is enough?

Right now we have 800 New Weapons, WE5, Freelancer Pack, New armors, Items 912, PD mod, Mining Pack and Utility Items adding stuff to our cargo hold. I'm sure around 4 of those mods add around ~100 items to the game, and the question is when will we ever find a use/ even *use* them at all?

#3: Nanite shield is definitely overpowered for PSD ships. Even at 25000 credits we can still afford it due to massive amounts of loot. Is there another way to fix the nanite shield, or should we remove it altogether?
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
User avatar
Autohummer
Militia Lieutenant
Militia Lieutenant
Posts: 238
Joined: Fri Jan 06, 2012 10:51 am

I initially intended for the Eagle and Falcon to be sold in high-level Ringer/CW armoured stations only. Must have forgotten to fully code that in. I admit it is way OP with 7 hardpoints, though.

The FL pack is actually quite modular, if the new weapons/shields are proving too much of a clutter, simply leave out their XMLs.
Has resurfaced!
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

Autohummer wrote:I initially intended for the Eagle and Falcon to be sold in high-level Ringer/CW armoured stations only. Must have forgotten to fully code that in. I admit it is way OP with 7 hardpoints, though.

The FL pack is actually quite modular, if the new weapons/shields are proving too much of a clutter, simply leave out their XMLs.
I made a patch for your FL ships, which weakens them a bit. Still a bit overpowered compared to other ships, though. Since dual laser/recoilless and the like can count as two guns, I halved the hardpoints (rounding down). Starflier and other small fry get no linked fire slots. (dual recoilless plus launcher should emulate Starflier's three gun configuration). Hawk has two slots, a primary on the left wing (missiles fire from the middle), and linked fire slot on the right. Falcon adds the rear slot. Eagle has primary weapon slot in the middle, and three linked fire slots, including turret in the back. Eagle now has six armor segments. All ships except for Starflier have been slowed to .25c, and I might slow them further to .22c. The patch is done, barring trivial tweaks, but the PSD6 update is not.

Eagle/Falcon sold at late game stations does not help much if all ships are selectable at the start. I did what I could to make them weak enough as starter ships, and they are bending the power boundaries.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Jay2Jay
Militia Commander
Militia Commander
Posts: 283
Joined: Fri Jan 11, 2013 12:57 am

The problem is the loot that you can get. You have extremely powerful, yet balanced weapons that are sufficiently expensive to be balanced, however if you find and sell these weapons then you become a kazillionaire and can eventually buy anything else in the game. We actually need to either make some of the weapons less expensive, reduce the chance of finding these weapons as salvage, or put them on a different item table so that we can control to a finer extent where and when they spawn. Or maybe even increase the sell penalty greatly.
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