Hello all ,
I just found the world of Transcendence and i love it. its a very cool game.
First of all i`ll be the first to admit im a newb at this game and modding.
Im getting good with the hardware but still have a lot to learn about software and mods.
Can any one give some advice or point me in the right direction to an idiots guild to use mods in this game.
Mostly just having a hard time keeping fuel reserves and/or the cash to buy it.
Help for a newb
make a directory called "extensions" and then unzip your mod files into there.
You can find mods for the game here: http://xelerus.de/index.php?s=mods
You can find mods for the game here: http://xelerus.de/index.php?s=mods
perhaps because we aren't a very large community.
However, we could split up and create various mod guides.
Betel -> Documentation (functions et all)
I've done a fair bit with the modding of stations and ships (once they are created) so I could probably make a reference list of what the tags do there. A lot of the game can be changed simply by altering ship and station stats/devices and putting in encounter tags and garrisons and such (fleets mod, )
Since my next modding project that I remember I said I'd do a while back is dockscreens for enemy stations, I could flood this board with questions on that and then compile all of the instructions in one post.
This would allow the creation of the "head of economic script modding" and such silly titles.
However, we could split up and create various mod guides.
Betel -> Documentation (functions et all)
I've done a fair bit with the modding of stations and ships (once they are created) so I could probably make a reference list of what the tags do there. A lot of the game can be changed simply by altering ship and station stats/devices and putting in encounter tags and garrisons and such (fleets mod, )
Since my next modding project that I remember I said I'd do a while back is dockscreens for enemy stations, I could flood this board with questions on that and then compile all of the instructions in one post.

This would allow the creation of the "head of economic script modding" and such silly titles.
- Ttech
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F50 wrote:perhaps because we aren't a very large community.
However, we could split up and create various mod guides.
Betel -> Documentation (functions et all)
I've done a fair bit with the modding of stations and ships (once they are created) so I could probably make a reference list of what the tags do there. A lot of the game can be changed simply by altering ship and station stats/devices and putting in encounter tags and garrisons and such (fleets mod, )
Since my next modding project that I remember I said I'd do a while back is dockscreens for enemy stations, I could flood this board with questions on that and then compile all of the instructions in one post.
This would allow the creation of the "head of economic script modding" and such silly titles.
Wow, so this is really serious? Wow.. Coo... Good luck. let me know if I can help out a ltttle
this *could* be really serious.
This would really need Periculi, Oddbob, and Betel (who is already working on this kind of thing) and ideally several others willing to do this (submit guide categories and be willing to work on some categories).
This would really need Periculi, Oddbob, and Betel (who is already working on this kind of thing) and ideally several others willing to do this (submit guide categories and be willing to work on some categories).