There needs to be more puzzles in the game. Right now the game is all about blowing stuff up. Sure there's trading but that's only (ultimately) to upgrade your ship in order to blow MORE stuff up and the only puzzle is the research outposts in Heretic, and THAT's not even true for the Ringer and Taikon ones!
Any ideas?
Another idea for later versions...
- ThePrivateer
- Militia Captain
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Transcendence is primarily an action game, focused on space-combat. It is inspired by NetHack, which is the ultimate game of pure combat.
I actually disliked the puzzle sections, they felt a little odd, compared to the rest of the game.
I actually disliked the puzzle sections, they felt a little odd, compared to the rest of the game.
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- Militia Lieutenant
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Well... I have another idea that I thought was no use creating a new thread for:
Interconnect systems thru space (so theoretically a warp ship could fly between systems w/o using stargates (although it would still take a LONG time so a regular player would rather use stargates anyways)) but it would still be nice to have a possibility.
Interconnect systems thru space (so theoretically a warp ship could fly between systems w/o using stargates (although it would still take a LONG time so a regular player would rather use stargates anyways)) but it would still be nice to have a possibility.

I really don't care if I get my hair cut... *snip* NOOOOOOOOOOOO!!!!!!!!!!!
- Star Weaver
- Militia Commander
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Gateless travel system might intrigue you: http://xelerus.de/index.php?s=mod&id=724
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- Militia Lieutenant
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Sorry, it works... crashed bcuz i had my modship start in a system that didn't exist in the adventure.
I have another idea (heh, the topic should last, right?
) :
Revision of "reflect" attribute: right now it's just "reflect=[damagetype]" which just tells the armor/shield to reflect a certain damage type. I'm proposing to make the attribute be "reflect=[damagetype]:[percent]"
i.e. a shield generator with "reflect=ion:30" would reflect 30% of ion damage per hit, etc.
I have another idea (heh, the topic should last, right?

Revision of "reflect" attribute: right now it's just "reflect=[damagetype]" which just tells the armor/shield to reflect a certain damage type. I'm proposing to make the attribute be "reflect=[damagetype]:[percent]"
i.e. a shield generator with "reflect=ion:30" would reflect 30% of ion damage per hit, etc.
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- digdug
- Fleet Admiral
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josh19967,
we can do that now thanks to the relatively new event <OnShieldDamage>
here more details:
http://wiki.neurohack.com/transcendence ... ds_devices
we can do that now thanks to the relatively new event <OnShieldDamage>
here more details:
http://wiki.neurohack.com/transcendence ... ds_devices
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- Militia Lieutenant
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For example, radiation is in the "damage" attribute on weapons, but that could have been done with <OnDamageArmor>. But why do you do this in the attribute? Because it makes this easier. Same thing here.
Sorry if I offended you
Sorry if I offended you

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- alterecco
- Fleet Officer
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I am sure digdug just wanted to point you to a resource that allows you to do what you wanted. A lot of the fun in the game comes from modding, and I am sure that the community would not mind a pack of shields that had only partial reflect.
You are right, however, that it would be a good candidate for building in, or that radiation could just as easily have been implemented in on the shields themselves. There are a couple of pointers about that though:
1) History. Radiation was added to the game long before OnShieldDamage came to be. Therefore it is implemented differently.
2) Practicality. If you wanted shields to handle the radiation code, then every shield in the game should implement the same logic in the OnShieldDamage event. That would lead to redundant code, and possibly bugs.
So, in general you should think: If it is behaviour specific to a shield, then it is a candidate for handling in an OnShieldDamage event. If it is a behaviour specific to the weapon or damagetype, then it should be on the weapon (in some fashion)
You are right, however, that it would be a good candidate for building in, or that radiation could just as easily have been implemented in on the shields themselves. There are a couple of pointers about that though:
1) History. Radiation was added to the game long before OnShieldDamage came to be. Therefore it is implemented differently.
2) Practicality. If you wanted shields to handle the radiation code, then every shield in the game should implement the same logic in the OnShieldDamage event. That would lead to redundant code, and possibly bugs.
So, in general you should think: If it is behaviour specific to a shield, then it is a candidate for handling in an OnShieldDamage event. If it is a behaviour specific to the weapon or damagetype, then it should be on the weapon (in some fashion)