Search found 1274 matches

by Periculi
Fri Nov 30, 2007 4:43 am
Forum: Ideas & Suggestions
Topic: how do you slow down the economy?
Replies: 10
Views: 5196

The trade tag is the best way to alter and fine tune the market, from what I have seen creating local filters and environmental preferences in stations. It isn't limited to just one Sell/Buy type of adjustment, so many adjustment levels and types of markets can be created. If you want to keep tradin...
by Periculi
Fri Nov 30, 2007 3:40 am
Forum: Shipyards
Topic: Random Encounters Control- ?
Replies: 0
Views: 2553

Random Encounters Control- ?

Is there a system level or global level of control for random ship encounters? It seems like everything is generated based from the station encounters tag, am I missing something? Does this mean that if there isn't a unit producing station in the system there won't be any random encounters? What abo...
by Periculi
Fri Nov 30, 2007 2:48 am
Forum: Ideas & Suggestions
Topic: how do you slow down the economy?
Replies: 10
Views: 5196

If you just want to slow down the economy without altering the game engine you can adjust the buying and selling margins from the <trade> tag. Inside each of the stations that allows you to trade there is a way to set the Buy and Sell criteria. To make equipment more expensive without changing the b...
by Periculi
Fri Nov 30, 2007 2:40 am
Forum: Shipyards
Topic: Trading and Larger Star Network Mod
Replies: 12
Views: 9041

I am working on some ideas for branches, mainly this mod creates more variance in the basic friendly stations with localized filters guiding the system builds. Much more variety in trading, and you must search for the right kind of traders to sell your loot. The topology offers some detours and bran...
by Periculi
Thu Nov 29, 2007 1:53 am
Forum: Shipyards
Topic: Trading and Larger Star Network Mod
Replies: 12
Views: 9041

hmm... my version says 0.98d, I used transdata to unpack the Trans.tdb into it's xml format to allow major changes that can't be done in a standard extension. Transcendence.xml is more of a pro pro than a no no.
by Periculi
Wed Nov 28, 2007 10:16 am
Forum: Shipyards
Topic: Trading and Larger Star Network Mod
Replies: 12
Views: 9041

Trading and Larger Star Network Mod

Here is a mod expansion of the Transcendence game that I have been working on: Environmental Local Market and Extended Topology You must be using the xml files to run the game to install this mod. I recommend starting with a fresh xml file set, then just copy over the new files in the mod zip folder...
by Periculi
Wed Nov 28, 2007 4:19 am
Forum: Commonwealth
Topic: Transcendence, Mount and Blade, Life (Pick One)
Replies: 9
Views: 5340

The great network mod by Periculi (under development)??
Yes, under development, and I have made a LOT of progress. But now I may need to go check out this Mount and Blade you speak of, so anyone;s guess about when I will get time to make a clean version.. lol
by Periculi
Wed Nov 28, 2007 4:02 am
Forum: Ideas & Suggestions
Topic: Little bit too easy?
Replies: 30
Views: 13399

Aah, well that's why the newly created company gets to control the capital and decide on the type of station. Or the player would have too big an advantage as in being able to "buy an armordealer" in the current system. Yeah, absolutely- restrict the station types and make a random array for what g...
by Periculi
Wed Nov 28, 2007 3:54 am
Forum: Ideas & Suggestions
Topic: Separate Personal and Ship Inventory
Replies: 30
Views: 14307

:lol: I thought it was a just a teeny little bit of code. /me pets lovely new prototype expansion mod weighing in at an unquotable 2.5 mb of xml. Good little code, debug. no! stop jumping! debug! down code, down! debug! Debug! Oh NO! Why do you crash without error reporting!! arrrgh.. ahrmhmm hey, y...
by Periculi
Wed Nov 28, 2007 3:14 am
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 46751

Maybe you could try making a device that does the switch between the two weapons. I know you can easily make the weapons virtual so that they won't show up in the regular inventory screens, that will keep them from being accidentally removed in a shop- then add a device that switches between them so...
by Periculi
Mon Nov 26, 2007 5:03 am
Forum: Ideas & Suggestions
Topic: Separate Personal and Ship Inventory
Replies: 30
Views: 14307

<DockScreen UNID="&dsDeviceUpgrade1;" name= "=(objGetName gSource)" type= "itemPicker" backgroundID= "&rsItemListScreen;" > <ListOptions dataFrom= "player" list= "dI; +upgrade" /> <Panes> <Default desc= "Pick available upgrade."> <Initialize> (block (thisItem) (setq thisItem (scrGetItem gScreen)) (...
by Periculi
Sun Nov 25, 2007 7:37 pm
Forum: Ideas & Suggestions
Topic: Separate Personal and Ship Inventory
Replies: 30
Views: 14307

It's easy to have any inventory screen filter out for certain types of items. Creating several playership dockscreens to show 'equip' versus 'personal' items would be as easy as giving the items you want to seperate a modifier and filtering for it. If you have a bunch of items you want to keep seper...
by Periculi
Sun Nov 25, 2007 5:07 am
Forum: Ideas & Suggestions
Topic: Little bit too easy?
Replies: 30
Views: 13399

I have a mod for placing beacons I got off xelerus- it makes a navigation beacon appear. Because the game treats a nav beacon as a station, I bet it could be set to place a 'under construction' station easily. So carrying in and dropping off the initial station element would be easy. So, you could c...
by Periculi
Wed Nov 21, 2007 7:10 am
Forum: Ideas & Suggestions
Topic: Little bit too easy?
Replies: 30
Views: 13399

You could invest in a new station building enterprise.
by Periculi
Sun Nov 18, 2007 9:46 am
Forum: Closed bug reports
Topic: Glitch in exploding stations mod
Replies: 4
Views: 3281

Try taking the <On Destroy> event for the explosions out of the Super Freighter in the full explosions mod.