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
FourFire
Militia Captain
Militia Captain
Posts: 569
Joined: Sun Aug 12, 2012 5:56 pm

I Agree with the notion that lack of fuel should not cause death by explosion, but the game engine only has one type of graphical ship death and that's it.
what actually happens is death by cold: no fuel for heating and the heat in your ship escapes into interstellar space ...
what would be quite awesome is a mod which upon losing controll you can call out to a fuel providing station and they send a ship to tow/refuel you
-for a price-

RPC: about the Eagle: it has 6 dual particle beam weapons, and they output twice the damage as a TeV9 CSC ... now imagine this thing with dual TeV9 blasters...

... dual starcannons

... lightning turrets

haha I want to send it against the Starfish with maxed out fusion fire howitzers...


RPC Also: I have an idea for calculating how much power a drone can use vs it's installed reactor in pseudocode:

block power_check
add max power consumption on all items
if greater than installed reactor output
decativate installed device #1, if #1 disabled, disable #2 (&etc.)
- rerun power_check

else
set decativated devices in data table(or otherthing) to be loaded every time a game is

then you call power_check every time a device is installed or uninstalled

(this will lead to lag if you have rapidly toggling auto installed devices At-el that VPL bug, but otherwise might work)
(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?

Yeah, another issue is that I have to check periodically, and if I stick it in the <onUpdate> of every ship we'll get lag issues again :/
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.
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?

Taking a turn.
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.
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?

Sunslaver's turn was left on some uneasy terms...
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I found a paper outpost :D Let the battle commence!
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I'm still alive.
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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.
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?

Jackpot!
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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.
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?

This is another station o.o
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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.
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?

Turn 7
Ok guys, we're at the fun part of the game.
Btw, because of this and tons more dwarg stations I gave the eagle more howitzers.
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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: 569
Joined: Sun Aug 12, 2012 5:56 pm

RPC wrote:Yeah, another issue is that I have to check periodically, and if I stick it in the <onUpdate> of every ship we'll get lag issues again :/
Isn't there some way you can make the code run only on Droneships and only on install/uninstall/gamestart ?
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
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Autohummer
Militia Lieutenant
Militia Lieutenant
Posts: 238
Joined: Fri Jan 06, 2012 10:51 am

Since when did the nanite shield have 1000 HP?

BTW I check at the source code of the FL civilian mod, the eagle only had 70 cargo space, but somehow it got 1000 in the succ. Is 1000 becoming some kind of magic number?
Has resurfaced!
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?

Ok, well I looked through the extensions and it says that

Code: Select all

maxCargoSpace=		"70"
.
I don't know how it's being overloaded, but the last time I played it was definitely under 70 tons.
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.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

Yeah, this probably shows that NPCs are OP in general.
Unlimited fuel and reactor power limits items individually only instead of their sum? Yes, I think so. Then again, I like that drones do not use fuel when unmanned. The playership's gross fuel inefficiency is so troublesome. Given the NPCs' power-hungry configurations, there should be plenty of ships spontaneously wrecking themselves due to lack of fuel (similar to radiation kills), if they were bound to the same rules as the player.
I don't know how it's being overloaded, but the last time I played it was definitely under 70 tons.
Does any of the AI use the 'loot order? That ignores capacity and takes everything.
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.
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?

I think 'loot would be the cause of overloading. Can there be an option to respect the max cargo of an NPC ship then (since there are AI bugs associated with going over the max cargo limit)?
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.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

For drones, they get 'dock, then 'wait one or two second orders; and when those orders are done, they call functions to take items. This is how I make drones loot while respecting cargo limits because 'loot does not (which I found out the hard way).

It would be nice if 'loot order were updated to respect cargo capacity. It would allow for simpler looting code.
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.
PM
Fleet Admiral
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Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

Autohummer wrote:It would appear the FL system of multiple weapons doesn't translate very well to Transcendence's single-weapon systems all that perfectly. I thought the reactor capacity should regulate that...
Your smaller ships should not get extra linked fire slots. If anything, make a few custom weapons that simulate the use of extra slots. The larger ships like the Eagle could have the primary slot on the right wing, and a single linked-fire slot on the left wing. For those ships that shoot backwards, one more linked-fire slot at the rear for that purpose.

Look at the Ranx dreadnought. It could easily have several guns, but each side only received a single linked fire slot, because the player can use dual weapons (e.g., dual laser cannon) to simulate two guns.

Reactor power limit only works if player insists on using the very best weapons in all slots. Hyperion can only support three level 10 weapons at best. However, if the player gets smart, by using a single level 9 or 10 for the primary and a bunch of level 7 or 8's in the linked-fire slots; carnage ensues.
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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Autohummer
Militia Lieutenant
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Posts: 238
Joined: Fri Jan 06, 2012 10:51 am

PM wrote:
Autohummer wrote:It would appear the FL system of multiple weapons doesn't translate very well to Transcendence's single-weapon systems all that perfectly. I thought the reactor capacity should regulate that...
Your smaller ships should not get extra linked fire slots. If anything, make a few custom weapons that simulate the use of extra slots. The larger ships like the Eagle could have the primary slot on the right wing, and a single linked-fire slot on the left wing. For those ships that shoot backwards, one more linked-fire slot at the rear for that purpose.

Look at the Ranx dreadnought. It could easily have several guns, but each side only received a single linked fire slot, because the player can use dual weapons (e.g., dual laser cannon) to simulate two guns.

Reactor power limit only works if player insists on using the very best weapons in all slots. Hyperion can only support three level 10 weapons at best. However, if the player gets smart, by using a single level 9 or 10 for the primary and a bunch of level 7 or 8's in the linked-fire slots; carnage ensues.
I see. I will make a third version of the mod that is both PSD6 compatible and balanced when I have some time. It should be easy, I'm just going to delete a few hardpoints from each ship.

I am still curious as to the reason why the nanite shield have 1000 hp, though. My gut feeling says is is related to the 1000 tonnes cargo space on the Eagle.
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