Modding made ezier? Popostrus or not?

Freeform discussion about anything related to modding Transcendence.
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Charon Mass of Goo
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If some one could create a program speciffically designed for modding Transendance, i.e. making a user interface, instead of one having to open a text doc. and... well... messing with code that hurts your brain.

Would this be possible? It could be used for simple tasks such as making new ships (youd have to supply the masks etc though :D) or big tasks such as making your own system, unless George (??) forbids that. This would be nice.

What do you not know, but think, about this situation, which is currently ideal for me to with which to inquire that of which is you. (Did give you a headache yet?)
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Periculi
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The thing is, the XML is already extremely easy to mod once you get used to it. It would be quite a large project to build an 'easier' editor that offered you a GUI and 'point and click' methods to build mods, and it would likely still be lacking much.
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Xephyr
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If you want, I suppose I could try to implement it into my Transcendence Linux (see http://www.neurohack.com/transcendence/ ... php?t=1174) But it may not be available in the first release.
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Charon Mass of Goo
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So it is possible? I was just asking. For me, the transendance coding is going to take... 2 to the umth power to get used too (except for the adding items and weapons part(except damage)... that craps easy.) but If i can do it to some extent, then anyone can.

Btw, I find that the source code is lacking in certain things such as, damage, because when I look at the damage of weapons, it has some weird thing like "canihascheezburger 62d" or something that makes no sense like that, and i can't find anything after I use TransData that says anything like that.. Please explain.
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Periculi
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Code: Select all

damage=				"blast:4d6; momentum3; WMD5"
here is a damage attribute from a weapon. Inside the " " is information that defines the weapon damage type (blast in the sample above)
[damage types are: laser, kinetic, particle, blast, ion, thermo, positron, plasma, antimatter, nano, graviton, singularity, dark acid, dark steel, dark lightning, dark fire]

After the damage type, is the Hit Dice of the weapon- in the format #d#- the first number is the number of dice rolls, the second number is the number of sides. SO- One D Six or 1d6 is equivalent to saying "roll a six sided dice once for the damage. In the example above, it is saying "roll six sided dice four times" or 4d6.

You can only use one type of actual damage in a weapon type, without going into fragments and after effects.

The other attributes in the sample above relate to special effects- momentum causes a push- the number relates to a percent of the damage, or something like that. so momentum3 pushes a ship hit by the blast damage a little (30% of the weapon's force ??) and WMD means it is a weapon of mass destruction- this relates to damage being done to large station armor and also is the attribute that allows you to totally destroy wrecks.

Some other interesting modifiers are: blinding and EMP- these create effects that stun the ship or blind it temporarily. There are a few other effects that can be used, but you should try to learn them on your own.

Nowhere will you find the attribute "canigetacheeseburger 62d". If you want to learn the XML, try to. Use the actual xml if you have a question about it, rather than declaring it too difficult and giving up.
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EDIT: Periculi beat me to it.

the damage is expressed like this (say):

"kinetic:1d3+2; momentum1; WMD5"

First term is the type of damage. There are different types, including laser, kinetic, blast, dark acid, etc. There is a list somewhere.

Next number is how much damage -

The d is "dice", this notation is common in pen-and-paper rpgs and tabletop wagames and the like that have actual dice. Obviously the dice here are virtual.

The first part is how many dice to roll.

The second is how many sides.

1d6 is a six sided die, 50d6 means roll 50 6 sided dice and add up all the numbers.

You can add or subtract from the result, too.

1d6-1 will roll a six-sided die and then subtract one. Note that if you roll a one, this will result in zero. Likewise, 1d6+20 represents a range from 20 to 26.

Lastly, you can add other modifiers to it. "momentuum1" means the missile imparts momentum to it's target (adding a higher number means more momentum, max of 7 I believe). You can add things like WMD or EMP and others as well. The best way to learn these special modifiers is to look at weapons like the waste cannon and the EMP gun and change the number to see how much this affects the radioactivity or EMPness, etc.

The entire thigns must be enclosed in quotes, with a colon between the damagetype and damage number, and a semicolon between that and any modifiers (and an additional semicolon for more).
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Periculi
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:lol:

And we wrote nearly the same thing!
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Charon Mass of Goo wrote:it has some weird thing like "canihascheezburger 62d" or something that makes no sense like that
Were you going to a Lolcats website or something that might be in your browser's history cache? By no means do I know why it showed up there... Search it up on google, I think it mught be an image.
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Charon Mass of Goo
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OddBob wrote:Image
rofl. Nice. And i put "canihazacheezburger" because i couldn't think of something that actually made sense. Btw

how could I make a weapon to fragment into smaller fragments, and then doing it again? I.E. the Explosive Recoiless cannon, only each of the breakoffs breakoff again... is that possible?
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Periculi
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OddBob wrote:Image
I love it... I think I am going to use it and love it forever as my siggy banner!

Unless you object, OddBob.
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just weighing in on this :D

An app to make modding easier and faster would be most welcome. It wouldn't be that hard to make something that just pastes opening and closing elements (don't worry about self closing for auto generating). All you would need is to know what can go where. Like given where you are you know what elements can go there or if you are in a UNID spot you would be able to give a list of UNID (maybe filtered with a criteria)

That would make it much faster to make mods and help new people get started.
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Charon Mass of Goo
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Charon Mass of Goo wrote:how could I make a weapon to fragment into smaller fragments, and then doing it again? I.E. the Explosive Recoiless cannon, only each of the breakoffs breakoff again... is that possible?
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Charon Mass of Goo
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Xephyr wrote:
Charon Mass of Goo wrote:it has some weird thing like "canihascheezburger 62d" or something that makes no sense like that
Were you going to a Lolcats website or something that might be in your browser's history cache? By no means do I know why it showed up there... Search it up on google, I think it mught be an image.
canihascheezburger.com or lolcats.com
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OddBob
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how could I make a weapon to fragment into smaller fragments, and then doing it again? I.E. the Explosive Recoiless cannon, only each of the breakoffs breakoff again... is that possible?
It's possible. See where the <fragment> section is in relation to the main weapon? Note how the fragment weapon is almost a complete weapon in it's own right - all you need to do is put another fragment section inside that one. You can just nest as many fragment sections like that as you want - just put each one inside the previous one.

In practice however if a ship is close enough to set off the first fragment, it will probably set off almost all of the secondary fragments as well - resulting in all 500 billion of them striking at the same time, creating a huge ruckus and lagging the game. Works great for flak-type wepaons with low lifetimes though.
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