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
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AssumedPseudonym
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 I figured that was probably the issue, but my wife (who also uses 7) couldn’t reproduce the problem. Regardless, it should be a fairly easy fix on my end, just a matter of telling Pluma to save the file with Window line endings instead of Linux/Unix.

EDIT: Re-upped (along with the inevitable tweaks I’d added since the last upload). See if that doesn’t look any better. If not, I’ll figure something else out.
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PM
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I updated the PSD6+ Xelerus pack. I did not finish the Foomerian update yet; I decided to upload what I finished and try to finish another update later.

@ AssumedPseudonym: AE-0002-Ships-TC.xml is illegible, but the other two look fine and I can read them.

EDIT - For Descendence, there are two files. The (disabled) _Descendence.bak file consists of energy unit/shield orb powerups, which are fired as missiles when an enemy, usually a station, dies. This should be renamed to Descendence.xml (and the other Descendence.xml file removed).
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)!
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Other playable mods from 1.8 and 1.7, waiting to be updated...
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Tshark9999
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PM wrote:If the game save uses Corporate Command, but you do not have Corporate Command, you will not be able to load the save.
That means I can't play then... D:
FourFire
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PM wrote:No apparent carriage returns. Everything appears as one long stream.

In the past, when I used WinXP, fixing such files was easy - open in MS-DOS shell text editor, save it, and they get auto-converted. That is not an option in Win7 Home edition.
Have you tried Notepad++ ?
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
FourFire
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Since TShark does not have CC, and is very enthusiastic about the Succession, I propose that we Drop CC from the modlist, this also solves some mod incompatibilities, I presume...
(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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pixelfck
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PM wrote:No apparent carriage returns. Everything appears as one long stream.

In the past, when I used WinXP, fixing such files was easy - open in MS-DOS shell text editor, save it, and they get auto-converted. That is not an option in Win7 Home edition.
FourFire wrote:Have you tried Notepad++ ?
^This is the solution to your problems. Notepad++ is aa free, open source, full fledged programmers editor and nearly as easy as notepad.

~Pixelfck
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TVR
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Major updates

-Fixed "AutonsExtended" by DBG
-Updated "Hoshigami" by Hatsya to work with PSD6
-Fixed infinite credit exploit in "Interstellar Communication" by oldmanwynter
-Fixed "Nano Cannon" by Cygnus.X1
-Fixed and updated "R/C scout auton" by sdw195
-Fixed buy errors in "Alcurean Paper Fleet" by Psycholis
-Updated "ODM Test Drive" by RPC
-Mixed in "Mining Pack v1.04" by TG and WTS
-Mixed in "Elemental Shift: Shrike's Mines and Missiles+" by Shrike

NEW BUGS

BLOCKER: Modifying installed items in <OnCreate> or <OnInstall> crashes initial system generation
VERSIONS AFFECTED: 1.2, 1.3b1
MODS AFFECTED: AutonsExtended, PDmod
PROPOSAL: Will provide specific code and better explanation.

MAJOR: "Systen Density" by ShivanHunter incompatible with "Beyond the Mainline" by Pixelfck, crashes on loading St.K
PROPOSAL: Will research and attempt fix.

MAJOR: Ares Shipyards and certain other stations don't seem to respawn in "DySys 6" by RPC
PROPOSAL: Will research and report.

MINOR: (shpOrder ship 'goto destinationShipObj) sends the ship towards the exact coordinate of the destination ship at the time of ordering. Only after arriving at the previous coordinate will the ship begin homing in on the current position of the destinationShipObj.
PROPOSAL: 'goto should send ships directly to the destination, instead of first heading to the position at time of order.

@Pixelfck

BMX seems stable so far, already fixed Kate Morgental bug (Replaced "&itKateMorgentalCruiser" with "&itKateMorgentalCruiserArena"). Do you have any other plans for it? I stripped ModCommonwealthMining.xml for compatibility with Mining Pack v1.03

@Tshark9999

No worries - the Succession is intended to be as participatory as possible. Therefore, even if CC is included, we'll think of some way to allow everyone to join in.
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TVR wrote:Major updates

-Mixed in "Elemental Shift: Shrike's Mines and Missiles+" by Shrike
Was anything in it actually broken, or was it just compatibility stuff to make it play with other mods?
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Quick note: Foomerian update is almost done. Weapon and thruster effects have been updated, some ships and weapons got some tweaks, and the ships may be rebuilt and piloted. The bigger ships have a lot of linked fire weapon slots (heavy cruiser has 16+ slots), but to compensate, Foomerian ships get a global damage penalty to all non-Foomerian weapons (like Manticore's shield penalty, but for weapons).
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: MAJOR: "Systen Density" by ShivanHunter incompatible with "Beyond the Mainline" by Pixelfck, crashes on loading St.K
PROPOSAL: Will research and attempt fix.
Let me know if you need any help on this.
TVR wrote: @Pixelfck

BMX seems stable so far, already fixed Kate Morgental bug (Replaced "&itKateMorgentalCruiser" with "&itKateMorgentalCruiserArena"). Do you have any other plans for it?
Yes, I've another plan for it: I've updated the whole mod for full compatibility with Transcendence 1.3beta1 :D I've tested it as good as I could and I could find no bugs. (I'll buy a beer for whomever introduces unit testing to Transcendence)
TVR wrote: I stripped ModCommonwealthMining.xml for compatibility with Mining Pack v1.03
That's fine, it should not present any issues.

Cheers,
Pixelfck
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

-Updated "ODM Test Drive" by RPC
Elaborate pls? I wouldn't mind putting up the updated version on Xelerus.

This is the latest version of DySys I have that I've recently played with, it might have fixes or whatnot:
DySys V6 PrintTo (for 1.2 Beta 2).zip
(1.56 MiB) Downloaded 147 times
Ok, so I think that Dysys will conflict with CorpCom because CorpCom might register enemy stations to keep track of the economy and that might override DySys keeping track of stations dying and stuff.
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FourFire
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I think we're going to need to drop CC from the modlist in order to allow everyone interested in this succession to play.
for those who really want to play a CC succession, we will have succession #8.

I'd like to add armorAssistant to the modlist, it tells you if you can install armor on your ship or if it is too heavy.
I have a copy afaik it is not availible on xelerus, but downloadable from a thread here somewhere.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
TVR
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Updated and tested ~120 mods for compatibility, most okay so far, though there's still much to do.

@PM

New version of PSD6+ loaded - Great work on patching Descendence and Hayari Noosphere!

@Shrike

No load errors from the entire pack, but conflicting launcher overwrites from WE5 leaves missiletypes in one extension unable to be used by their launcher definition from the other. More mixing will be required to fix that.

@Pixelfck

Appreciate the offer, it seems like the stargate location overrides in System Density conflict with Beyond The Mainline's stargate placer, disabling those overrides has stopped the errors for now. Will still need to update nebula effects to 1.3.

Received, remixed and reloaded BMX.

@RPC

Thanks, I'll test the new version and report if those shipyards respawn.

Changes to "ODM Test Drive"
-Made the target buoy able to take damage from weapon fire.
-Changed the test ship stats to match the Sapphire.
-Streamlined the Test Drive process: Just select the weapon in the shop screen and press T.

TODO
-Add multiple sample target types.
-Remove 16 second timelimit.
-Allow testing ammo-consuming weapons and launchers.
-If a missile is selected, then next menu asks to select a launcher, else if a launcher is selected - next menu is select a missile.
-Freeze time to protect the original playership.

With so many new weapons, Test Drive is proving to be invaluable for finding the right one to buy.
Attachments
Test Drive.xml
Updated for 1.3b1 and Succession 7.
(14.57 KiB) Downloaded 185 times
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

@TVR: With the numerous amount of changes you made to the mod I think you should be able to upload this version on your own, if you want to.

If you don't want to though I would be fine with waiting for the Succession version and update Test Drive then.
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PM
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Updated the PSD6+ Xelerus pack again, which adds support for Foomerians and AE ships. It also adds large ship images (in start select and ship's interior) for Hayari ships.

Also updated Items 912, More Tinker Recipes, and Wasp Launcher. Transcendence upgraded the helium assembly sometime recently (gives 15000 fuel instead of 10000), and I needed to update my mods for that change. Wasp Launcher gets new effects and some bug fixes.

EDIT - Updated Flash Cannons and Sidearms too.
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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