Planning for the 7th Transcendence succession game

General discussion about anything related to Transcendence.
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Which playership should the Succession start with? (READ THE FIRST POST FOR OTHER VOTES)

531-CW-class barge -- AssumedPseudonym
0
No votes
Agauptera-class yacht -- Bobby
1
10%
Algiebba Einharder -- Hatsya
0
No votes
Alpha-class gunship -- Sbk.Wolfen
0
No votes
Ancora-class gunshiop -- Shivan Hunter
0
No votes
Angelus I-class light explorer -- TheLastBrunnenG
0
No votes
Angelus II-class light explorer -- TheLastBrunnenG
0
No votes
Angelus III-class light explorer -- TheLastBrunnenG
0
No votes
Angelus-class cruiser -- TheLastBrunnenG
1
10%
Bardiche-class battlecruiser -- Heliogenesis
0
No votes
Bladewind-class mecha -- Sbk.Wolfen
0
No votes
Borer II-class gunship
0
No votes
Brigand-class scout -- Pixelfck
0
No votes
C-257 Jumpship-class freighter -- Macgeoghagen
0
No votes
Cantharid-class Heavy Assault -- Jasque
0
No votes
Cantharid-class Light Recon -- Jasque
0
No votes
Cestus-class interceptor -- Shivan Hunter
0
No votes
Charon-class frigate -- drailgre
0
No votes
Corsair-class gunship
0
No votes
Doomstar-class dreadnaught -- Xolarix
0
No votes
Dreadfang-class yacht -- Dreadfang
0
No votes
EI100/M-class missileship
0
No votes
EI200-class freighter
0
No votes
EI500-class freighter
0
No votes
Ensis Saber -- Hatsya
0
No votes
Gauntlet-class heavy cruiser -- Xolarix
0
No votes
Geist-class scout --
0
No votes
Gulf Stream-class yacht -- Atarlost
0
No votes
Halberd-class battleship -- Heliogenesis
0
No votes
Hatsya Epee -- Hatsya
0
No votes
Hawking-class fighter -- FAD
0
No votes
Highlander-class cruiser -- Sbk.Wolfen
0
No votes
Hornet-class battlepod
0
No votes
Hummingbird-class skiff -- AssumedPseudonym
0
No votes
Huntress-class gunship -- Sbk.Wolfen
0
No votes
Idolknight-class heavy fighter --
0
No votes
Interceptor-class gunship -- Xolarix
0
No votes
ISI C-91GX-class medium intruder fighter -- Androgeos
0
No votes
Katana-class light cruiser -- Heliogenesis
0
No votes
Kukri-class patrol ship -- Heliogenesis
0
No votes
Lindworm Minor-class heavy gunship -- (^o^)
0
No votes
Lindworm-class destroyer -- (^o^)
0
No votes
Manticore-class heavy gunship
0
No votes
Mongoose-class corvette -- AssumedPseudonym
0
No votes
Monsoon-class armed courier -- Atarlost
0
No votes
Nighthawk-class fighter -- Xolarix
0
No votes
Omigm-class freighter -- Xolarix
0
No votes
Osaka-class transport -- Wolfy
1
10%
Panther-class catamaran -- AssumedPseudonym
0
No votes
Praetorian-class missile ship -- Aeonic
0
No votes
Prometheus-class heavy frigate -- drailgre
1
10%
Puella Magi-class cruiser -- Hatsya
0
No votes
Pyro-GX -- Androgeos
0
No votes
Rapier-class interceptor -- Heliogenesis
0
No votes
Ronin/B-class gunship
0
No votes
S-25 Starbridge-class light capital -- Autohummer
2
20%
Sabre-class swarmer -- Heliogenesis
0
No votes
Saiph Blade -- Hatsya
0
No votes
Sapphire-class yacht
0
No votes
Sapphire/X-class gunship -- (^o^)
1
10%
Scimitar-class bomber -- Heliogenesis
0
No votes
Scythe-class harvester -- Heliogenesis
0
No votes
SFs16 Wendigo-class gunship -- SiaFu
0
No votes
SFs30 Indigo-class corvette -- SiaFu
0
No votes
Sylandro Probe -- Keedo
0
No votes
Stalwart-class gunship -- Aeonic
0
No votes
Star Castle -- PM
0
No votes
Starlight-class cruiser -- Aeonic
0
No votes
Swordwind-class mecha -- Sbk.Wolfen
0
No votes
Tabit Kris -- Hatsya
0
No votes
Tempest-class gunship -- Atarlost
0
No votes
Terrier-class fighter -- AssumedPseudonym
0
No votes
Thunderbird-class transport -- Xolarix
0
No votes
Transport-class Cruiser -- Little Modder
0
No votes
Typhoon-class heavy gunship -- Atarlost
0
No votes
UNSC-class destroyer -- drailgre
0
No votes
Vector-class fighter -- PM
0
No votes
Vesta-class heavy gunship -- (^o^)
0
No votes
Wakizashi-class corvette -- Heliogenesis
0
No votes
Wolfen II-class gunship --
0
No votes
Wolfen-class gunship
0
No votes
Wyvera guardian-class living dreadnought -- Wolfy
1
10%
Wyvera warrior-class living gunship -- Wolfy
2
20%
Xandria-class courier -- Sbk.Wolfen
0
No votes
XM.2-class Lucidi fighter -- alex
0
No votes
Yellowjacket-class gunship -- Macgeoghagen
0
No votes
Zephyr-class fighter -- Atarlost
0
No votes
Zhinova-class fighter -- Sbk.Wolfen
0
No votes
 
Total votes: 10
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

I was talking about this:
Porost wrote:Fun but so, so, so very much abusable. Example:
* five-shot barrel and ion chamber (from an ion flame cannon - around 70k)
* multitargeting mount (costs around 5k)
* level X damage module (costs around 50k)
You should be able to get these for less than 200k credits, much less if you find some of it instead of buying, and will give you a weapon with:
* DPS higher than that of a +150% IM90
* 5x multitargeting
* range around that of a Katana Starcannon
* a decent WMD rating, enough to very quickly destroy any station
* power draw of around 50MW
and that's before any enhancement. That's enough to murder Phoboses with a couple flybys and do Heretic with other equipment at level VII without too much trouble (which I did). And if that's not enough you could probably give it positron damage type if you grabbed an Ares positron gun first.
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-Made some initial changes to "Weapon Labs", mostly spelling corrections.

It seems Porost suggests a general nerf (powerUse, cost, damage potential). How much is a more subtle question. Does anyone have any specific reservations, comments or further suggestions for modifying "Weapon Labs" by sdw195?
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TVR wrote: Does anyone have any specific reservations, comments or further suggestions for modifying "Weapon Labs" by sdw195?
 The prices for recycling weapons is prohibitively high in the early game if you run into one, and laughably trivial in the late game. It should probably be more of a curve than just a straight linear progression, with the low end starting lower and the high end running a lot higher.
 It would also be neat if it could be set up to work with all weapons, not just the vanilla set, so that you could toss random weapons from CC or (insert obscure mod here) into it and get something good out of it. That would probably require a pretty hefty recoding job on everything from the ground up, though.
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Quick note: After I release the PSD update, I will work to (quickly) update several other mods.
Download and Play in 1.9 beta 1...
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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...
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Ok guys,
WE6 is here: https://dl.dropboxusercontent.com/u/720869/WE6.zip

This is an alpha release, stripped down to just the weapons and the randomizer.

I tested it with 1.3b2, CC and the whole megaupload succession mod folder: it works.

RPC's lagfix for WE6 is also doing wonders and there are no hiccups entering new systems, at least on my i7 laptop.

The only problem I had is that there are too many mods adding stuff to the ship interior dockscreen, so WE6 menu is not visible. But just push "W" and you are in to configure the mod. Do it in Eridani as usual, as when you leave Eridani, the menus will self- deactivate.
TVR
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-Reimplemented lead indicators in "Excaliber Targeting"

@AssumedPseudonym

Cost scaling and the ability to recycle all weapons should hopefully be straightforward to add. However, this may complicate licensing as the update would no longer be about simple interoperability with other mods and 1.3. If someone could, it would be best to notify sdw about the development and request a software license.

@digdug

Much appreciated, will get to mixing it with Stellifer and other weapon mods.
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Stellifer is already compatible with WE6, just add stellifer weapon icons and WE6 will use them. ATM, I would say 85% of the weapons will use the new icons.

Other weapon mods can be compatible with the randomizer. Attributes are used to pick weapons for randomization. So just add attributes and the weapons will be randomized. Otherwise, WE6 will simply ignore other weapon mods for best compatibility.
Damage type attributes are:
+Laser;
+Cannon;
+Particle;
+BlastCannon;
+Ion;
+ThermoCannon;
+Positron;
+Plasma;
+Antimatter;
+Nano;
+Graviton;
+Singularity;
+DarkAcid;
+DarkSteel;
+DarkLightning;
+DarkFire;

There are also sovereign type attributes and other modifiers, but those should be enough to make a weapon randomized.
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PSD6+ updated, with 120 facings ships.

Updated Xelerus pack has lowercase foomerians.xml.

I will try to update other mods that need it.
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.
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-New balance changes and features added to "Weapon Labs", implemented recycling for all weapons and new cost structure for recycling, balanced powerUse of custom weapons, formatted the code and fixed numerous spelling errors.
-Updating to 1.3 Beta 2 and new versions of PSD, AE Ships and Black Market Expansion.
-Mixing in WE6.
-Finished "View by category", a completely new mod that adds category view options to all item related dockscreens without overwrites.

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Current item sorting categories:

All Items
Weapons
Armors
Shields
Reactors
Drives
Missiles
Miscellaneous Devices
Usable Items
Fuel
ROMs
Autons
Ores
Medical Items
Illegal
Alien
Miscellaneous Items

Once updates to "Weapon Labs" are complete, a new version of the modpack will be posted for reference and voting for final Succession mods and gameplay options will likely begin.

Could someone test and post a screenshot of the Ranx Dreadnaught hologram from the "Holographic stealth device"? It would be useful to know what transparent sprites look like in other OSes.

If there are any further suggestions, please do not hesistate to make them.

@Pixelfck

http://forums.kronosaur.com/download/fi ... iew&id=708

Could you download the attached mod and attempt to determine the cause of the conflict with Black Market Expansion's dsExchangeSell overwrite?

Steps to reproduce conflict:
1) Start game with "Black Market Expansion" and "View by category"
2) Spawn a case of Martian nori through GODMod
3) Successfully smuggle through CW customs
4) Go to Commodities Exchange Sell
5) Click View by category and then press Cancel
6) Exit the sell screen

The above steps should result in a blank dockscreen, which can only be exited using Escape.

Current mod list:

1092_WeaponLabsBeta
AE - New Ships
Agauptera
AIShipsFollowPlayerThroughGates
Alarm System
AlphaSentriusWeapons
AmmoClip
Ancora
Angelus
ArmorAssistant
AssemblyHangar
AutomatedTurretController
AutonsExtended
BatteriesIncluded
Battles of the Outer Realms
BetterDamagedSRSRom
BeyondTheMainline
Billboard
BlackMarketExpansion
blackmarketscratch
bmscratch2
BorealSystemsPack
BussardReactors
CantharidAssault
CantharidRecon
Captain's log
CargoModule
CatfighterIndustries
_CentauriSystems
Cestus
ChangeCargoholdViewByCategory
changelog
ChargeBotAutons
Chris_NewStuff
CompanionFramework
credits
DaxtovianWeapons
dbg Collective v1p4
dbg GU (tested 108b)
dbg Q-ships
dbg Shields Pack
dbg Spacer Hotel
Dealer Stations
Descendence
DetailedShipConfig
DockScreenFramework-master
DoubleReactors
DraCorpItems
DrakeTech
droids 1.0
_DySysUpdates
DySys V6 PrintTo (for 1.2 Beta 2)
_DySys V6 PrintTo (for 1 (copy).2 Beta 2)
ElectricArcCannon
ElementalShiftShrikesMinesAndMissiles
Emergency Escape Beacons
_Encounter Expansions
ExcaliberArmsCorp
_Excalibur Targeting
ExtremeIocrym+CrystalClearIocrym
_F360Ships
FellowPilgrims
FlambergMercenariesGuild
FlashCannon
floatingReticule
Foomerians
_Freelancer Pack Civilian (PSD6)
_GalacticOmniDevice-master
Gauntlet
GCWeapons
Geist
GODMod
GrandBattleArena
GreenwoodCompany
Haiyan Enhancement Pack Vol I
Hawking-BMFighter
HayariNoosphere
HDStargates
HiveAI
HoftEnterprises
HolographicStealthDevice
HOSHIGAMI
_Hura Destroyer
InsuranceStationV2
ItemRepairFramework
Items912
jkvarietyroms
LanderAuton
Lindworm72
link
ListAmmo
living ship playership
LongzhuSphereNerf
LucidiStations
MacsWeaponsPack
MerchantEmporium
MicroFactoryModule
_MissilePackBROKEN
Mod Starbridge
MomentumCannons
MoveableBarricades
_NamedOre
NanoCannon
NanoInjector
NeuterMatterBeam
New Armors
_Newchallenges
New Devices
New factions
NewShieldHUDs
_NewWingmen
New Worlds
Nighthawk X
NoDockNavBeacons
NoPowers
Northwind
Nova Inventions
NW_Ships_108
_OLDBlackMarketExpansion
_OLDFlashCannon
_oldHOSHIGAMI
omigm
Omni+
Orbital Space Station
OreScanROM
Osaka
PaperFleet
Parallax
PardusInterceptor
PDmod
PersonalDefenceTurret
PlayerShipBrigand_PSD6+
PlayerShipDrones
_PlayerStats
__pmStelliFerLabs007 1_03
PowerDrives
Praetorian
PSD_DnO1
Psionic idolknight
_Punk Geek v4.5.1
_pxSFSpaceStations
Ranx stuff
Rc Scout ship V1.6
Recipe912
Relief912
RememberEuropaCode-1.3
SalvagersUpgrade
_Sandbox ADVLRS
Sebenko
ShadowWeapons
Shields
Siom camps
SlotMachine
Stalwart
StarburnDefensiveAutons
_StargateX1
Starlight
StartWithGalacticMap
_StasisPod
Station Anger Timeout
StelliFerLabs007 1_03
_SystemDensity
SystemScanner
TakeAll
Tbird
Test Drive
TG_WTS_MiningPack
TheDanu
Thrusters
TradingPostMenu
Triggerhappy
_UGW
_Unalaigned
unknownunids
UNSC
_UpgradedWingmen
Utility Items
ViewByCategory
Wanted
WaspLauncher
WaveTransceiver
_WE5-master
WE6
Weapon27
Zanitas-Lazarus
Attachments
viewbycategory.xml
(10.06 KiB) Downloaded 526 times
selectcategory.jpg
selectcategory.jpg (105.09 KiB) Viewed 7704 times
autonselected.jpg
autonselected.jpg (118 KiB) Viewed 7704 times
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FourFire
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Salvagers Upgrade, and DGB Q-ships need to updated to include interior settings for their respective ships, and any other mod which overwrites capital&supercapital ships...
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TVR wrote: Could you download the attached mod and attempt to determine the cause of the conflict with Black Market Expansion's dsExchangeSell overwrite?
Will do. (It sounds suspiciously like another unresolved bug in BlackMarketExtension which I can't figure out though, so no promises.)

Also, what mods are blackmarketscratch and bmscratch2? I can't spot them on Xelerus.

Cheers,
Pixelfck
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I am working on, and close to finishing, another not-so-trivial update to DrakeTech and Items912. Despite their currently overpowered nature, I decided to merge and expand Flash Cannons (now called Beamers) into DrakeTech. (I wanted hitscan beam weapons for years, but only made them recently after realizing various effects made and used by humans in-game are FTL, despite lore.) All of the old energy weapons from DrakeTech were either removed or moved to Items912.
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
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With the betamodpack and PSD updated with the 120 facings mods several bugs are apparent:

* PSD linked weapons button is covered by another mod dockscreen in the > dockscreen
* Huarmarca gate turns up in a system before St.kats and is a normal gate (the other side is a rhombus)
* Siom stations and ships have very LOUD colouration and one of low end stations is definitely suffering graphics glitches

I'd like to ask for someone to update/change the Wasp Launcher so that it can take most, if not all projectile ammunition in the modpack (this was the original intent of the suggestion: a weapn which could use up misc ammo which you can't be bothered to install the weapon for, but which still clutters up your cargohold.) I suggest that some form of dynamic virtual ammo weapon be installed on the wasp-projectile/auton which can take any nonmissile ammo type instead of hardcoding every ammotype into the mod (there must be nearly a hundred!).

I will continue testing.
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I may update Wasp Launcher, to test how missiles (Wasps in ramming mode) work with 120 facings. I will see what I can do about other ammo.
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.
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TVR wrote: Could you download the attached mod and attempt to determine the cause of the conflict with Black Market Expansion's dsExchangeSell overwrite?
First: I like the way you added the 'view by category' without overwriting the entities; very nicely done.


Then: I can't pinpoint why exactly the bug triggers, but the debug.log file says:

Code: Select all

06/06/2014 22:14:01	Unable to find pane: CommoditiesExchange
It seems to be somehow related to the

Code: Select all

	nestedScreen="true"
attribute on the dockscreen(s):

- If I remove 'nestedScreen="true"' from both &dsExchangeSell; and &dsChooseItemCategory; the &dsExchangeSell; is indeed an unnested screen.

- If I only remove 'nestedScreen="true"' from &dsChooseItemCategory;, but leave it enabled on &dsExchangeSell;, the exchangeSell screen is threated as a nested screen and the bug does trigger.

- If I only remove the 'nestedScreen="true"' from the &dsExchangeSell;, the exchangeSell screen is still treated as a nested screen (because of the hook caused by the <OnGlobalPaneInit>-event handler from &dsChooseItemCategory;?) but the bug does not trigger.

Combining the above behaviour with the error message in the debug.log file, I'm very much tempted to think we managed to somehow expose a bug with regard to nested dockscreen handling in the game-engine.
Not sure though, maybe you can find out more with this information? Otherwise I think we need George for an answer.

Cheers,
Pixelfck
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Download the Black Market Expansion from Xelerus.de today!
My other mods at xelerus.de
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