I think being able to use any old missile whenever you want can be overpowered except as a late game item/feature. After all, if playership can fire any missile anytime he wants, he can dive through systems, scavenge through wrecks for loot (missiles or salables that can buy the missiles), then backtrack and crush the early to mid game.
As for the Wasp Launcher, I made some changes to it; namely, it is a Tinker weapon, and made Dragonfly and thermo cannon ammo compatible with it.
As for using whatever ammo you have, rather than break the Wasp Launcher to try to make it use whatever ammo (not sure if this is possible), I have an idea (for a new auton) to try out. More details later after I experiment with some code.
Planning for the 7th Transcendence succession game
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.
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.
Oh I don't mean missiles, I agree that would be immensely overpowered, I mean projectile weapon ammo, and you could cut out anything with greater than Tier three damage types, most of the clutter ammo is kinetic/blast/particle/thermo anyway.PM wrote:I think being able to use any old missile whenever you want can be overpowered except as a late game item/feature. After all, if playership can fire any missile anytime he wants, he can dive through systems, scavenge through wrecks for loot (missiles or salables that can buy the missiles), then backtrack and crush the early to mid game.
As for the Wasp Launcher, I made some changes to it; namely, it is a Tinker weapon, and made Dragonfly and thermo cannon ammo compatible with it.
As for using whatever ammo you have, rather than break the Wasp Launcher to try to make it use whatever ammo (not sure if this is possible), I have an idea (for a new auton) to try out. More details later after I experiment with some code.
I look forward to testing whatever it is you have in mind.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
-Updated to 1.3b2
-Updated PSD and BME
I would say the core issue is that ammunition is difficult to manage in Transcendence, mostly because there is never a certain supply of it. One usually ends up with plenty of ammunition but no launcher, or a launcher and none of the correct ammunition for it. As a future feature, I suggest treating ammo like fuel and letting stations Reload like they Refuel.
@Pixelfck
Don't worry about downloading all the new mods, there will be another testing modpack to be posted shortly.
bmscratch2 and blackmarketscratch are temporary scratch pads for mixing code, they won't load in game.
Can confirm that Huaramerca is often generated before St. K's. Besides minor fluff (St.K itself is not in the Ungoverned Territories, but rather the last system before it), it's not a bug, and the gameplay effects might be interesting.
On a side note, perhaps a no-edge-intersections topology mode for the next version of Beyond The Mainline would be more intuitive.
Great work on debugging nestedScreens, it seems that dsExchangeSell and dsChooseItemCategory do not share the same (scrSetData) scope, which seems to imply that any screen switched to by (scrShowScreen) in <OnGlobalPaneInit> does not count as a nested screen, or perhaps the hack used to reset the list filter somehow interferes.
But if removing nestedScreen="true" in dsExchangeSell solves the problem without side-effects, let's just settle for that.
@FourFire
Already fixed #1, which will be available in the next version of the modpack.
Can confirm #2, though it isn't a bug, but rather a feature of Beyond The Mainline's non-linear topology generator.
Will check out #3.
Updating ship classes may take a while.
Could you use the Map Galaxy option in GODMod and post the Galactic map?
-Updated PSD and BME
I would say the core issue is that ammunition is difficult to manage in Transcendence, mostly because there is never a certain supply of it. One usually ends up with plenty of ammunition but no launcher, or a launcher and none of the correct ammunition for it. As a future feature, I suggest treating ammo like fuel and letting stations Reload like they Refuel.
@Pixelfck
Don't worry about downloading all the new mods, there will be another testing modpack to be posted shortly.
bmscratch2 and blackmarketscratch are temporary scratch pads for mixing code, they won't load in game.
Can confirm that Huaramerca is often generated before St. K's. Besides minor fluff (St.K itself is not in the Ungoverned Territories, but rather the last system before it), it's not a bug, and the gameplay effects might be interesting.
On a side note, perhaps a no-edge-intersections topology mode for the next version of Beyond The Mainline would be more intuitive.
Great work on debugging nestedScreens, it seems that dsExchangeSell and dsChooseItemCategory do not share the same (scrSetData) scope, which seems to imply that any screen switched to by (scrShowScreen) in <OnGlobalPaneInit> does not count as a nested screen, or perhaps the hack used to reset the list filter somehow interferes.
But if removing nestedScreen="true" in dsExchangeSell solves the problem without side-effects, let's just settle for that.
@FourFire
Already fixed #1, which will be available in the next version of the modpack.
Can confirm #2, though it isn't a bug, but rather a feature of Beyond The Mainline's non-linear topology generator.
Will check out #3.
Updating ship classes may take a while.
Could you use the Map Galaxy option in GODMod and post the Galactic map?
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Fiction is reality, simplified for mass consumption.
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I am putting the finishing touches on a new mod called Wizard Battle Auton. The Wizard's special ability is it can fire ammo types it is equipped with, and it accepts most types of ammo. Invoking it opens dockscreen with UI similar to assembly hangar, but much simpler - just pick ammo then launch. Defenses include R1 shield and blast plate. It should be a viable midgame option to blow off excess ammo. (Worst case, order one from Trading Post.) Its weapons vary (by ammo used), and the NAMI auton bay cannot interfere with them. The mod should be uploaded sometime tomorrow.
UPDATE: Finished and available at Xelerus.
UPDATE: Finished and available at Xelerus.
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.
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.
-Further improvements to "View by Category", added cursor position persistence and drop-in support for PM's 24px item images from Resource Library 912.
-Converted virtual Long Range Scanner from "Nerefir Carrier POC" to Advanced Long Range Scanner, which appears ingame and combines realtime LRS coverage from all networked ships for tactical display on the map screen.
-Added Wizard Auton, Trade Assistant.
-Converted virtual Long Range Scanner from "Nerefir Carrier POC" to Advanced Long Range Scanner, which appears ingame and combines realtime LRS coverage from all networked ships for tactical display on the map screen.
-Added Wizard Auton, Trade Assistant.
Fiction is reality, simplified for mass consumption.
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Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
I am updating DrakeTech and Items912 and, hopefully, reupload them later this week. Did some experimenting and added basic but functional mining AI to one of the DrakeTech autons (they target and shoot asteroids only).
Will also update Wizard Auton soon. Found a copy-and-paste error in the AI Settings I need to fix, and I will probably slow down the fire rate of its plasma torch (so that player almost always has incentive to give it ammo, even if it is low level junk.)
Will also update Wizard Auton soon. Found a copy-and-paste error in the AI Settings I need to fix, and I will probably slow down the fire rate of its plasma torch (so that player almost always has incentive to give it ammo, even if it is low level junk.)
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.
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.
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
In Beyond the Mainline, St. Kath's is neitherthe New Beyond nor Ungoverned Territories; it is placed in the level 4 system with the highest number of star gates. (label placement is tied to certain key-systems, so it may appear otherwise).TVR wrote: @Pixelfck
Can confirm that Huaramerca is often generated before St. K's. Besides minor fluff (St.K itself is not in the Ungoverned Territories, but rather the last system before it), it's not a bug, and the gameplay effects might be interesting.
Huaramarca is branching of some level 5 system tagged 'ungoverned. Due to the branching and merging, it may well be possible to reach Huaramarca before reaching St. Kath's.
This is a major pain in the ass to get fixed. Calculating edge-edge crossings is *very* CPU-intensive and the problem scales with O(n*n). I can improve on the generated layout at the cost of a scarily increased topology generation time (15 minutes or more can easily happen) The optimal solution would be to have the GPU do the heavy lifting on the floating-point math, but that is obviously not an option in tLispTVR wrote: On a side note, perhaps a no-edge-intersections topology mode for the next version of Beyond The Mainline would be more intuitive.

Cheers,
Pixelfck
Perhaps you could just bite the bullet, put in a temp version of the mod for succession that does this, and then the first person to start the game can just wait 15-40 minutes, since it's for the succession, and you need not update your uploaded mod version otherwise.pixelfck wrote: Calculating edge-edge crossings is *very* CPU-intensive and the problem scales with O(n*n). I can improve on the generated layout at the cost of a scarily increased topology generation time (15 minutes or more can easily happen) [...]
Cheers,
Pixelfck
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
I will need to spend some more time updating mods to RC1.
I might take another look at New Factions (but only after I finish updating my mods first).
I might take another look at New Factions (but only after I finish updating my mods first).
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.
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.
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
Maybe I can offer an alternative: I can select a good seed and the succession game topology can be build from it. It saves a lot of time and gives the same result for us players.FourFire wrote:Perhaps you could just bite the bullet, put in a temp version of the mod for succession that does this, and then the first person to start the game can just wait 15-40 minutes, since it's for the succession, and you need not update your uploaded mod version otherwise.pixelfck wrote: Calculating edge-edge crossings is *very* CPU-intensive and the problem scales with O(n*n). I can improve on the generated layout at the cost of a scarily increased topology generation time (15 minutes or more can easily happen) [...]
Cheers,
Pixelfck
~Pixelfck
-Mixing launchers from "Weapons Extended 6" with "StelliFer Labs" and "Elemental Shift: Shrike's Mines and Missiles"
-Will update to 1.3 RC1
May update WE6 launcher effects, currently WE6 is using 1.2 effects.
@PM
AE ships beta was recently updated with 120 facings, could I request an update to the PSD patch for AE ships beta?
@Pixelfck
Sounds good, though always consider that number of star systems may be a vote option.
-Will update to 1.3 RC1
May update WE6 launcher effects, currently WE6 is using 1.2 effects.
@PM
AE ships beta was recently updated with 120 facings, could I request an update to the PSD patch for AE ships beta?
@Pixelfck
Sounds good, though always consider that number of star systems may be a vote option.
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
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PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
Updated and reuploaded some mods to Xelerus. Work progressed slower than expected.
I still have DrakeTech and Items912 to finish, and I also need to update PSD6+ soon. I will look at AE ships and New Factions when I can.
I still have DrakeTech and Items912 to finish, and I also need to update PSD6+ soon. I will look at AE ships and New Factions when I can.
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.
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.
-Finished mixing "Weapons Extended 6" with "StelliFer Labs Item Graphics" and "Elemental Shift: Shrike's Mines and Missiles"
-Mixed "Companion Framework" with "Upgraded Wingmen"
The next version of the modpack is finished, will upload it this weekend.
-Mixed "Companion Framework" with "Upgraded Wingmen"
The next version of the modpack is finished, will upload it this weekend.
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
What effects have been changed in 1.3, that are not in 1.2 and we6 ? If you are taking about thermo effects, then we6 uses a custom placeholder effect for thermo, that looks like blast but it's red-ish.TVR wrote:-Mixing launchers from "Weapons Extended 6" with "StelliFer Labs" and "Elemental Shift: Shrike's Mines and Missiles"
-Will update to 1.3 RC1
May update WE6 launcher effects, currently WE6 is using 1.2 effects.
@PM
AE ships beta was recently updated with 120 facings, could I request an update to the PSD patch for AE ships beta?
@Pixelfck
Sounds good, though always consider that number of star systems may be a vote option.
@digdug
All the missile trails with the exception of the NAMI launcher missiles are still using the old vaporTrail, instead of the new ParticleCloud effect.
M2 Vulcan, M5 Nemesis, and Kiloton Cannon explosions have changed and will need updates as well.
All the missile trails with the exception of the NAMI launcher missiles are still using the old vaporTrail, instead of the new ParticleCloud effect.
M2 Vulcan, M5 Nemesis, and Kiloton Cannon explosions have changed and will need updates as well.
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ