Search found 810 matches

by Prophet
Thu Feb 24, 2011 10:12 am
Forum: The Drawing Board
Topic: The Syrtian War - Mod
Replies: 67
Views: 43974

The Syrtian War - Mod

THE SYRTIAN WAR 23rd Century: The Age of Apocalypse The Commonwealth grew and prospered throughout the 23rd century. Meanwhile, the Martian colonists who fled the genetic engineering ban formed the Syrtis Conclave—an almost utopian civilization with genetically engineered neo-humans living on the M...
by Prophet
Wed Feb 23, 2011 3:11 am
Forum: Community Discussions
Topic: Welcome to Transcendence
Replies: 13
Views: 7617

Re: Welcome to Transcendence

Very nice ThePrivateer!

You should litter it with links to the wiki and the other game resources and this should be stickied or incorporated into the welcome message or something.
by Prophet
Wed Feb 23, 2011 3:05 am
Forum: Shipyards
Topic: Mod Troubles - AutoRefuel?
Replies: 27
Views: 8474

Re: Mod Troubles - AutoRefuel?

I'm glad that worked.

Thanks for the kilo of gold, I'll wear it on a chain around my neck!
by Prophet
Wed Feb 23, 2011 2:58 am
Forum: Shipyards
Topic: Mod Troubles - AutoRefuel?
Replies: 27
Views: 8474

Re: Mod Troubles - AutoRefuel?

Can you try reinitializing the auto refuel data?
In the console type:

Code: Select all

(objsetdata gplayership "fuelList" Nil)
Then the changes should take over, if not, I'm afraid it's a new game.
by Prophet
Wed Feb 23, 2011 2:46 am
Forum: Shipyards
Topic: Mod Troubles - AutoRefuel?
Replies: 27
Views: 8474

Re: Mod Troubles - AutoRefuel?

I updated Xelerus with a new version -> http://xelerus.de/index.php?s=mod&id=815

You should be able to exchange it with the current copy and continue your game.

Please let me know if you have any further problems with it.
by Prophet
Wed Feb 23, 2011 2:06 am
Forum: Shipyards
Topic: Mod Troubles - AutoRefuel?
Replies: 27
Views: 8474

Re: Mod Troubles - AutoRefuel?

Eewwww, I'll have a look and update auto-refuel.

I can fix your current game if you are able to do some very minor coding with the console. I can walk you through it nice and slow.
by Prophet
Mon Feb 21, 2011 3:03 pm
Forum: Shipyards
Topic: Problems with ship carrier mod
Replies: 11
Views: 4094

Re: Problems with ship carrier mod

You're best bet is to pm the mod author (styro) and ask for the mod to be updated/fixed or try to fix it yourself.

Visit the IRC channel to ask for help if you need it.
by Prophet
Mon Feb 21, 2011 1:49 pm
Forum: Community Discussions
Topic: New Transcendence Mod of the Month Poll?
Replies: 10
Views: 5239

Re: New Transcendence Mod of the Month Poll?

Yay! I love google docs.

I'm all for that, let's start on poll on whether to poll for the polls to be on docs polls or forum polls.

POLL
by Prophet
Mon Feb 21, 2011 1:42 pm
Forum: Shipyards
Topic: Problems with ship carrier mod
Replies: 11
Views: 4094

Re: I need help

Can you post the part of your debug.txt that shows what mods you have installed? Even the unid of the extension would be helpful. It sounds like the carrier (player's ship) is trying to access the subordinate ships and when you move to a new system they no longer exist. It will require a rework of t...
by Prophet
Mon Feb 21, 2011 1:36 pm
Forum: Ideas & Suggestions
Topic: [Suggestion...?]Logical Spawning of Items
Replies: 23
Views: 8524

Re: [Suggestion...?]Logical Spawning of Items

All of the loot tables are contained in Transcendence.xml and you can edit them to your heart's delight so that hyperion reactors and IFCs drop 50% of the time in &trStationSupplies; (which is called by many stations)... or make a custom table and apply it to whatever stations you want... or have a ...
by Prophet
Mon Feb 21, 2011 1:26 pm
Forum: Beginner's Luck
Topic: What Mods do you use?
Replies: 18
Views: 8648

Re: What Mods do you use?

I use a different pack of mods every time I play, usually whatever is new and a couple of my own personal mods. I've always got GODmod and DSF (dependencies of many of my mods) and great for peeling back the veil to see what's going on in the mods I'm using/testing. Sometimes I play straight vanilla...
by Prophet
Mon Feb 21, 2011 1:21 pm
Forum: Beginner's Luck
Topic: T-31 transports
Replies: 13
Views: 7266

Re: T-31 transports

Some are spawned by an outlaw encounter, marked with the Independent Trader sovereign. These are your green convoys. The enemy t31 convoys are spawned by the outlaw bases and marked as outlaw sovereign. Basically, the same setup but spawned from different stations and if a station creates a ship, it...
by Prophet
Mon Feb 21, 2011 1:10 pm
Forum: Commonwealth
Topic: Behemoth cannon
Replies: 8
Views: 3463

Re: Behemoth cannon

It should use 2 device slots, like the centauri claw cannon and the gaian demolition cannon.

It's a weapon that was designed specifically for a larger ship (the BEHEMOTH) and obviously the stats warrant the change.
by Prophet
Sun Feb 20, 2011 12:55 pm
Forum: Shipyards
Topic: MOD problem
Replies: 17
Views: 7571

Re: MOD problem

BINGO Both those mods use the same unids to define the ship image and the ship types in each mod. a quick fix would be to add an ENTITY to define the images separately <!ENTITY scLightningSphere "0xD1024101"> ... <Image UNID="&scLightningSphere;" bitmap="LSBP.jpg" bitmask="LSBM.bmp" backColor="0x000...
by Prophet
Sun Feb 20, 2011 12:40 pm
Forum: Beginner's Luck
Topic: The Starting Ships
Replies: 11
Views: 32738

Re: The Starting Ships

I would assume the Wolfen's hull is more dense and packed with military comm and assorted hardware where as the yacht is ultra light weight hull with ornate (maybe even wood?!) interior and decadent opulence. Wolfen = F-35 raptor Saphire = Learjet Freighter = C-17 Globemaster That's how I think of t...