Intro demo ship criteria?

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AssumedPseudonym
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 Okay, I have no idea where to ask this one, so I’m tossing it here: What are the criteria necessary for making a ship show up in the demo when you first launch the game? I’ve noticed that there are some a lot that never turn up randomly without going through the list to find them, even in just straight-up vanilla. With Corporate Command or the few assorted ships I’ve made for mods, it seems to be almost random which ones pop up and which ones don’t.
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After a new game update ships need

Code: Select all

attributes=			"00200000_PlayerShip" 
to show up.

If you notice that they don't show up then you have to manually add it.

A safe place to add this would be after

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mass="somenumber"
or

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cargoSpace="somenumber"
where somenumber is a number for that ship.
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 I have that for my playerships, yes, but I mean even the NPCs, be they vanilla, expansion, or mod.
 And just to make sure we’re not crossing wires, here, I’m referring to the demo, before you even get to the ship selection screen to start a new game or load an existing one. There are some ships that just won’t show up as a random selection — such as the Iocrym ships, the Ventari Destroyer, or the Manticore, to name a few. I’m just trying to find out the criteria for what makes them viable random selections, since I can’t see any rhyme or reason to it.
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AssumedPseudonym wrote: I have that for my playerships, yes, but I mean even the NPCs, be they vanilla, expansion, or mod.
 And just to make sure we’re not crossing wires, here, I’m referring to the demo, before you even get to the ship selection screen to start a new game or load an existing one. There are some ships that just won’t show up as a random selection — such as the Iocrym ships, the Ventari Destroyer, or the Manticore, to name a few. I’m just trying to find out the criteria for what makes them viable random selections, since I can’t see any rhyme or reason to it.
I've seen them as random selections...just not very common ones.

This could be down to RNG problems (we have had issues with that in other areas of the game before), or just pure probability-fun.
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In my experience, custom ships do not show up unless you start a game with the mods you want incluced and than esc back into the title screen.

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A few things:

1. When run, the intro screen will show all extensions. If you load or create a game and go back to the intro screen then only the ships from the selected extensions are included.

2. Ships with score > 1000 do not randomly appear in the intro screen (to avoid spoilers of boss battles).

3. Only ships with the attribute "genericClass" appear randomly. This attribute implies that this represents the standard ship for the class. This avoids showing variants of ship classes used for specific missions or whatever.

4. Virtual ships and player ships are not included randomly.

5. If you type and exclamation point (!) you open up an input box where you can type in a ship class and have that ship appear (even if the ship is otherwise excluded by rules 2 or 3).
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 Ah-ha, that suddenly makes a lot more sense. Thanks! It does bring up a secondary question, though. For ships that don’t have a score set (which is approximately all of them as of 1.2), how does the game calculate a ship’s score?
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AssumedPseudonym wrote: Ah-ha, that suddenly makes a lot more sense. Thanks! It does bring up a secondary question, though. For ships that don’t have a score set (which is approximately all of them as of 1.2), how does the game calculate a ship’s score?
It does it based on the various devices that it has. You can use TransData to display the computed score:

TransData /shiptable /score
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george moromisato wrote: 5. If you type and exclamation point (!) you open up an input box where you can type in a ship class and have that ship appear (even if the ship is otherwise excluded by rules 2 or 3).
That's a neat option. is it done by ship name or UNID?
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Shrike wrote:
george moromisato wrote: 5. If you type and exclamation point (!) you open up an input box where you can type in a ship class and have that ship appear (even if the ship is otherwise excluded by rules 2 or 3).
That's a neat option. is it done by ship name or UNID?
Both. You can enter a ship class (or a partial ship class) or you can enter a hex UNID (make sure it starts with "0x")
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george moromisato wrote:It does it based on the various devices that it has. You can use TransData to display the computed score:

TransData /shiptable /score
 Thanks again. That explains why some of the ships that showed up in 1.1’s demo don’t show up in 1.2’s (the Ares Sentry comes to mind). I’d used TransData to decompile the Transcendence.tdb file for source-diving purposes, but hadn’t really investigated it further. Nifty little program, that.
 …And, to nudge my thread a little further off-topic, how would I go about compiling mods into a .tdb file for TransData to go through? A bit of poking around has turned up that I should use TransCompiler for this, but I haven’t been able to find it.
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TransCompiler is provided in the zip file with TransData
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 *…Blink. Blinkblink.* It is? *Roots around for old .zip file. Can’t find. Roots around for TransData download. Eventually finds. Downloads. Unzips.* Huh. How ’bout that. Thanks! …Well, I feel dumb, now…
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For completeness, we actually have both of these informations on the wiki (been there for some time, actually)

Scores calculations:
http://transcendence.kronosaur.com/wiki ... alculation

Intro screen Easter-eggs commands:
http://transcendence.kronosaur.com/wiki ... aster_eggs
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