While you're waiting for 1.0

Freeform discussion about anything related to modding Transcendence.
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Atarlost
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We're all waiting for George to get 1.0 out the metaphorical door, but while waiting for the next official version to ship I've thrown something together.
http://xelerus.de/index.php?s=mod&id=549 is fairly close to vanilla Transcendence. It's just harder. Several enemies that were improperly pushovers have been enhanced. It stems from the same pondering that lead to my posts in the mid-late game balance thread and demos my suggested improvements to Phobos and Diemos among other changes. It is harder than vanilla in the mid-late game, but early game changes are small. It also contains a fix to the relative weakness of the Sapphire compared to the other playerships and I'd reccomend a try for those interested in a ship intermediate between the Freighter and Wolfen.

http://xelerus.de/index.php?s=mod&id=549 is a bigger mod. It integrates the balance adjustments with my other mods. The most noticable difference between this and the non-integrated mods is Xenophobes, but there are also changes that make raiding friendly stations riskier. Although a few things are made easier by the added equipment and playerships the presence of the maliciously designed unalaigned pirates should make this an overall harder game.

http://xelerus.de/index.php?s=mod&id=551 is a new variation. This version includes Digdug's weapons extended mod and weapons randomizer. Both are used and modified with permission. There is a difficulty switch associated with the weapons randomizer so this can be easier than the others or harder.

These mods are reccomended as standalone mods. They override a wide variety of things, including stations, ships, weapons, and in the case of the latter key device installation routines.

They should work with purely additive mods and I can guarantee they work with Alterecco's G.O.D. mod because it was used for testing, but other than that...
Last edited by Atarlost on Fri Oct 16, 2009 8:33 pm, edited 1 time in total.
schilcote
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Hmm... You know, it might not be that hard to make something like this, but put some of my own personal touches on it...

Also:
BAGEL
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
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Atarlost
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Bump.

Third variation on the mod posted.
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digdug
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just one thing that I noted and it's very cool:
Atarlost wrote:

The most visible change to WE is that base types are now identified and unidentified weapons show as their base types.", please ?
I no longer use your unidentified types. All the variants on, say, tev-9 will show up as tev-9s until identified. All the culverins as the first (and presumably basal) culverin, all the GIAT howitzers as the first GIAT howitzer and so forth.
Once you install them you find out you actually had a TEV-5 instead of a TEV-9 and can identify them in the future.
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