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
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

Ships with 40 facings that lose turning speed due to excess mass will suffer the 40+ facings AI bug. Do NOT overload your drones.

To Autohummer: Some of your ships in your Freelancer pack have maneuver of 1. This will cause your ships (with 40 facings) to suffer the aforementioned AI bug. To fix that, change maneuver to 2.
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
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Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

@PM:
Also, Fourfire noted that "Those odd launcher items added by Items912 are autoinstalled on a drone removing a preinstalled Nami launcher (my guess is that the AI thinks it's better purely based off level)."
Any chance on having that fixed?
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
PM
Fleet Admiral
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FourFire and RPC wrote:Those odd launcher items added by Items912 are autoinstalled on a drone removing a preinstalled Nami launcher (my guess is that the AI thinks it's better purely based off level).
How do I encounter this bug? In other words, what did you do to trigger 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.
TVR
Militia Commander
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Posts: 334
Joined: Sat Sep 08, 2012 3:26 am

RPC wrote:Notes:
-turn off ICX on NPC ships when near allied stations- I don't want us to get blacklisted or something :/

...

-MOD INCOMPATIBILITY: ICX devices target visible damage on ships. This means that we might accidentally blow up friendly ships. I already made a post on this on the Xelerus page.
If you are using the Succession #4 mod pack that FourFire posted here, then there's almost no reason to ever turn off ICX. The newest version of the PDmod (Beta 4) includes extensive, well-tested code that is intended to automatically prevent friendly fire incidents in all circumstances.

Be very sure, RPC, that you are using a clean extension directory with FourFire's mod pack, because the previous Succession mod packs have duplicate (older) versions of the PDmod included.

On a side note, that Gravitometric Repulsor Field Generator animation I posted? It's of a level 15 device that can't be found normally in Part I...
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RPC
Fleet Admiral
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Posts: 2876
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

@TVR: Yeah, I've already removed the duplicate versions when I gave Fourfire the modpack (he was the one to catch that I forgot to put in the new armors mod).
Lemme see if I can get a video to show you what I mean.

On an unrelated note... that is an interesting weapon o.o
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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
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Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

PM wrote:
FourFire and RPC wrote:Those odd launcher items added by Items912 are autoinstalled on a drone removing a preinstalled Nami launcher (my guess is that the AI thinks it's better purely based off level).
How do I encounter this bug? In other words, what did you do to trigger it?
I had an EI100 freighter with a nami launcher installed, it has the Variable Projectile Launcher in it's cargo (that's the one with different spread modes right?) I am unsure whether there was ammo for it or not, but upon switching ships, and accessing it's cargohold externally this annoying bug occurred where the selected item jumps to the top every few seconds.
upon taking control of the ship again the VPL is installed.

P.S. is it possible for drones to have drones/autons yet?
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Autohummer
Militia Lieutenant
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PM wrote:Ships with 40 facings that lose turning speed due to excess mass will suffer the 40+ facings AI bug. Do NOT overload your drones.

To Autohummer: Some of your ships in your Freelancer pack have maneuver of 1. This will cause your ships (with 40 facings) to suffer the aforementioned AI bug. To fix that, change maneuver to 2.
Understood. Amendments will be made in the next version. Thank you.

BTW I am still too busy to get any gameplay done.
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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?

@TVR: Here's video of what I mean:
http://www.youtube.com/watch?v=W-6O4xNR ... e=youtu.be

While most shots do miss the original ship, sometimes it goes on to hit another ship. Since it is shooting at visible damage projectiles this means that if it does hit another ship (like a station guard) it's most likely damaged and *may* get us blacklisted in the succession. The new ICX weapons are still better than vanilla about this though.
Tutorial List on the Wiki and Installing Mods
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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
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Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

FourFire wrote:I had an EI100 freighter with a nami launcher installed, it has the Variable Projectile Launcher in it's cargo (that's the one with different spread modes right?) I am unsure whether there was ammo for it or not, but upon switching ships, and accessing it's cargohold externally this annoying bug occurred where the selected item jumps to the top every few seconds.
upon taking control of the ship again the VPL is installed.
When cargo updates while you view it, the list resets. Drones can use decon gel barrels and install/remove patch spiders, but that is disabled while you view their cargo because a list reset is annoying. Without other mods loaded, drones should not use and install items while you view their cargo, and they should not install/remove items that you cannot do without station aid.
FourFire wrote:P.S. is it possible for drones to have drones/autons yet?
As in assign drones as subordinates to other drones to command? No. I will try to add this for PSD7, but I am too busy with other things to work on Transcendence mods now. In other words, PSD7 will not be ready anytime soon. Drones do not use autons because that consumes your loot and player can command (and possibly hijack) them. Drones would need a separate copy of each auton without player communications. Drones (and other NPCs) can use Fighter Bays from that mod.
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
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Also, I had no idea this could happen o.o
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*edit: Let's go with Sungslaver's turn instead.
Last edited by RPC on Thu Jul 04, 2013 7:13 pm, edited 1 time in total.
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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.
whaleduck
Militia Lieutenant
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Location: Dodging jumpmissiles in a Helion

Sorry guys. Turn 6
RPC
Fleet Admiral
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Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

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.
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Autohummer
Militia Lieutenant
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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, but since drones don't use fuel.... Well, there we go. It does make for a nice change after all that time being blasted apart by Phobii and getting hit by boarding pods, though.

Update: I'm still too busy sightseeing in Sydney to play a turn. I may have time this Sunday or later tonight, though.
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RPC
Fleet Admiral
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

That's fine Autohummer, have fun at Sydney!
Yeah, this probably shows that NPCs are OP in general. I'm wondering if we could emulate reactors on each NPC without making the game screech into a grinding halt :/
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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.
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Autohummer
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Thanks RPC, I am having a very good time here.

Some ships may end up never being able to refuel, though (Iocyrm and Xenophobe comes to mind, as they have no real bases (Iocyrm mainframe station doesn't count.))

Come to think of it, it doesn't make much sense to have your ship explode when you run out of fuel. That's pretty much the last thing a fuel-depleted ship would do. (No volatile energy and fuel in the reactor to explode.)
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