so, in my attempt to produce a mod that amounts to more than a bigger ship with a gun that causes more lag that the previous attempt at creativity, I'm giving this adventure extension malarkey a go. So far, I have moved the starting location for a ship to St. K's, which, if you've looked inside my head (and not come out mentally shaken), is something I've wanted to do for a while.
Whoop de do, now to work out the rest of the rip-snorting adventure
As a side note, that achievement amounted to nothing more than copying the St. K's system type, copying the "start" marker from Starton and then Substituting "SK" into startingsystem instead of "SE".
WOOOO! *cheer* Modded starting location
- Periculi
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umm.. did you place it in an extension in the extensions folder of an unpacked version of transcendence?
Nice to see that the systems can be overridden in an extension, if so, but did you try it in the adventure format?
Nice to see that the systems can be overridden in an extension, if so, but did you try it in the adventure format?
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Cool! You can also use:evilbob wrote:As a side note, that achievement amounted to nothing more than copying the St. K's system type, copying the "start" marker from Starton and then Substituting "SK" into startingsystem instead of "SE".
Code: Select all
...
startingSystem="SK"
startingPos="Inbound"
...
That's fantastic! I knew there should be a cleaner way than copying the whole system. I assume that works for any system, since they all have stargates.george moromisato wrote: That will set the starting location to the Inbound stargate. That way you don't have to override the SK system. But in your way you can make the ship appear anywhere in the system, which is also cool.
The system I used allowed me to place the playership near the inhabited world in the main system, which made a better starting point than the mostly empty gate area.
Yeah, an extension in an unpacked transc versionPericuli wrote: umm.. did you place it in an extension in the extensions folder of an unpacked version of transcendence?
Nice to see that the systems can be overridden in an extension, if so, but did you try it in the adventure format?
I haven't tried adventure format yet, so that's todays plan.
EDIT: and so, we're on the good old "is corrupt" error for adventures.
- Mutos
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HI all,
Very nice topic, utterly useful for me as I'm on the task of setting a new topology with no Transcendence original system.
George, thanks for posting the simpler way ! For information, I wondered where it could appear in all the XML files. So I searched and it's in PlayerShip.xml, in each ship definition.
There's also the marker "Start" referenced in startingPos, it's in Eridani.xml, there's an object like that :
EDIT : I forgot that thread and asked the question into a new thread, got some answers and finally posted the code that worked for me.
Very nice topic, utterly useful for me as I'm on the task of setting a new topology with no Transcendence original system.
George, thanks for posting the simpler way ! For information, I wondered where it could appear in all the XML files. So I searched and it's in PlayerShip.xml, in each ship definition.
There's also the marker "Start" referenced in startingPos, it's in Eridani.xml, there's an object like that :
Code: Select all
<Marker objName="Start"/>