You can replace the existing (lists) with your list in the <attack event. The mod should read those formally and the waves commence as usual. Ping me on IRC if it doesn't work or anything.
I actually have no idea how to do what you are suggesting:
Is it somewhere inside the.tdb, and if so, how do I open it?
Is it something to do with the .xml version of the mod, in this case I don't have it...
Is there some other file or folder I need to edit, or create like say a list.xml ?
Anyway I want to test this so help is appreciated (I can try banging my head against the problem but honestly I probably won't manage unless it's rather simple)
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
How about a Orbital Defense station?
orbits around the planet, acts like a station with powerful long range attacks which you can dock on and upgrade it
sometimes im getting trouble at waves 9 and above, suddenly i see lots of projectiles coming to the station, so it could help a bit.
Okay, downloaded Star Genesis 00 yesterday, along with the Osaka, now I have a few questions about how these extensions work.
First off, I also have Corporate Command.
When I pick Stars of the Pilgrim to play, it lists Corporate Command and the Osaka as modules I can add.
When I pick Star Genesis 00, Corporate Command disappears, but The Osaka is still listed.
When I checkmark The Osaka, and start a new game of Star Genesis 00, the Osaka is not listed in the available player ships.
So, this brings up several questions for both George and RPC:
Why does the Osaka show up as a selectable mod for Star Genesis 00, if it's not an option when picking your player ship?
Why doesn't Corporate Command show up as an option?
With both of these questions, my interest is in how Transcendence works in this instance, how the modder writing an Adventure extension can control which mods/extensions are shown as available when picking the Adventure from the main menu, and why the above is happening (in regards to the programming of the extension(s)).
I'm interested in understanding how the control of what is presented to the player (both in selectable mods/modules/extensions in the Adventure selection screen for a new game, as well as the limiting of the available starting ships, even though the player included another player ship mod/extension) is accomplished.
(Sorry for rambling/repeating, but, I'm not sure how to word all this succinctly.)
PK
"Don't ask ..., I don't wanna know, and I don't wanna care!" - PK Meet us on IRC --> "... the hornet battlepod is the closest we have ingame to flying into battle in a wheelbarrow
with a bathtub nailed upside down to the top of it to provide armor." - The Shrike
while I can't answer all of your questions, I can answer one:
An extension can specify an adventure it requires. In the case of Corporate Command the TranscendenceExtension-element specifies the attribute 'extends' as "0x00200000" (which is the unid for the Stars of the Pilgrim adventure).
As far as I am aware, each extension can at most specify one adventure to extend and there is no method for an adventure to specify which extensions should be included.
As for why the Osaka does not show up? I have no idea.
Star Genesis is supposed to be a separate game mode unrelated to the core game Transcendence.
This means that using the osaka and other mods would probably end up with the player losing (which is why I disabled them).
They (Osaka and Corporate Command) show up on the Extensions simply because I don't know how to disable them from that screen (there might be a way but I haven't looked at it until now).
(I also updated the multiverse version of Star Genesis)
Updated at 452 downloads.
-Added changelog dockscreen
-got rid of xenophobe spawning near the asteroids
-invoke key for capships now disappears when they are destroyed
-hangar bay has 8 armor pieces (FourFire)
-invoke keys aren't being added back to the list (FourFire, fixed)
-added option to change comms key when you dock to a capital ship
-added miners to mining rig for more scrap gain
-solar collector and starbase charge energy now
-every laser shot costs energy depending on tier (tier level= laser cost)
so laser = 1 energy, turbolaser = 2 energy, etc
-added crude UI
-stations now have energy upkeep
Energy upkeep for stations:
laser turret [-5 energy/5 seconds]
missile turret [-10 energy/ 20 seconds]
hangar bay [-30 energy/ 10 seconds ? ]
mining colony [-20 energy/ 5 seconds]
Energy charge for stations:
Starbase: +75 /second
Solar Collector: +20 /second
old tags:
Systems and Topology, Ship (Player), Ship (Friendly),
Ship (Enemy), Misc, DockScreens,
Devices, Development, Adventure Extensions,
A.I./Behavior, Usable, Weapon,
Wingman
Is there supposed to be some kind of fancy ending after the eleventh wave? By the time I finished it I had so many stations that the game spent more time frozen than moving and I just gave up on it.
No fancy ending yet. After the final wave (currently the 20th) you get a "you win" message and the game ends. I still have a lot of content to add and more mechanics to polish but as it stands right now the game is still very skeletal.
Sorry for the necro but I'm going to update this soon. Before I officially do though I want people's opinions on balance and stuff if they want to provide any. LINK