Hi Xephyr, nice to see you again!
Those are cool, and pretty impressive that it's AI generated.
Search found 1274 matches
- Fri Sep 17, 2021 8:36 pm
- Forum: Ideas & Suggestions
- Topic: AI generated character portraits
- Replies: 2
- Views: 12541
- Wed Nov 04, 2020 4:06 pm
- Forum: Ideas & Suggestions
- Topic: TobiusBM's Transcendence Ideas #10 - Naming Your Ship
- Replies: 2
- Views: 10177
Re: TobiusBM's Transcendence Ideas #10 - Naming Your Ship
I like this idea, it's probably a fairly easy mod to make too.
- Mon Nov 02, 2020 8:03 pm
- Forum: Commonwealth
- Topic: Pilgrimage 2020 so far
- Replies: 10
- Views: 17562
Re: Pilgrimage 2020 so far
Part II, awesome! Congrats on the advanced tritium cannon
- Thu Oct 15, 2020 10:21 pm
- Forum: Commonwealth
- Topic: Pilgrimage 2020 so far
- Replies: 10
- Views: 17562
Re: Pilgrammage 2020 so far
1000 posts! You made it a good one too.
I hope you will continue your recap in a similar format, it was great read.
I hope you will continue your recap in a similar format, it was great read.
I know that feeling!I'm not getting any richer out here fighting on my own, that is worrying as I move slowly towards the core.
- Wed Oct 14, 2020 9:23 pm
- Forum: Beta Bug Reports
- Topic: It's always Kate...
- Replies: 4
- Views: 12344
- Wed Oct 14, 2020 1:06 pm
- Forum: The Drawing Board
- Topic: Things to do with very large networks
- Replies: 2
- Views: 9655
Re: Things to do with very large networks
I do have some experiments in a github you can check out relanat: https://github.com/Periculi/TranscendenceModExperiments - there is a quick setup for large network generation in there- and it can take a while for the network to get built but that doesn't bother me much. Planets I have always been i...
- Wed Oct 14, 2020 12:58 pm
- Forum: Beta Bug Reports
- Topic: It's always Kate...
- Replies: 4
- Views: 12344
Re: It's always Kate...
Hi F50!
- Tue Oct 13, 2020 9:57 pm
- Forum: The Drawing Board
- Topic: Things to do with very large networks
- Replies: 2
- Views: 9655
Things to do with very large networks
Been playing around with the topology generator and having a great time. A really simple set of XML instructions can create a massive labyrinthine star network using the "path" type plus give you some nodes at the edges, for example- in each corner where further processing for node distance from a n...
- Fri Oct 09, 2020 7:09 pm
- Forum: Commonwealth
- Topic: Requests for older mods to be updated or improved
- Replies: 23
- Views: 41393
Re: Requests for older mods to be updated or improved
I am not too sure modding the bits involved with resurrect code that I saw can affect any changes to how the game is making saves. That's not something I have seen in the XML ever as far as I can recall, which isn't really saying much- I have bad memory and there is a lot of the xml currently I have...
- Thu Oct 08, 2020 1:46 pm
- Forum: Mod Announcements
- Topic: Fireworks!
- Replies: 2
- Views: 8868
Re: Fireworks!
Awesome fireworks, good job!
- Mon Oct 05, 2020 6:43 pm
- Forum: Shipyards
- Topic: Question for asteroid lookup table
- Replies: 6
- Views: 12276
Re: Question for asteroid lookup table
AsteroidFields.xml has all kinds of the orbital declarations too. Asteroid rings are down around line 464. PointJuno.xml is using this for Zheling IV <ZAdjust inclination="random" rotation="alignedRandom" excludeLocations="true"> <Lookup table="AsteroidRing25"/> </ZAdjust> and also <Lookup table="As...
- Mon Oct 05, 2020 2:20 pm
- Forum: Shipyards
- Topic: Question for asteroid lookup table
- Replies: 6
- Views: 12276
Re: Question for asteroid lookup table
GroupIAsteroids.xml line 93 for AsteroidBelt200 which is a part of the GalaxyLibrary. It looks like these are tables pointing to a morphology, not entirely sure what that does, then we see in the AsteroidBelt200Morphology a set of orbital distributions- you can probably use those directly like <Orbi...
- Tue Sep 29, 2020 6:48 pm
- Forum: Commonwealth
- Topic: Requests for older mods to be updated or improved
- Replies: 23
- Views: 41393
Re: Requests for older mods to be updated or improved
After taking a look at rpgRestorePlayer I think you might be missing some critical things now. ; Repair the ship (intArmorRepairAll gPlayerShip) (intDeviceRepairAll gPlayerShip) (shpRechargeShield gPlayerShip) (shpRefuelFromItem gPlayerShip (itmCreate &itHelium3FuelRod; (shpGetFuelNeeded gPlayerShip...
- Tue Sep 29, 2020 4:45 pm
- Forum: Commonwealth
- Topic: Requests for older mods to be updated or improved
- Replies: 23
- Views: 41393
Re: Requests for older mods to be updated or improved
NewOldResurrect Maybe this is doing what you want? I don't really pay much attention to the resurrect process, so cloning and ship repairs and moving to a safe place all seems fine and natural to me. This overwrites the unidPlayer and just commented out the stuff going on when you resurrect in there...
- Tue Sep 29, 2020 4:28 pm
- Forum: Commonwealth
- Topic: Requests for older mods to be updated or improved
- Replies: 23
- Views: 41393
Re: Requests for older mods to be updated or improved
The API version can be updated to 49 and it will load as is from the xelerus package. But this thing doesn't seem to do much at all This is it- <?xml version="1.0"?> <!DOCTYPE TranscendenceExtension [ ;4350-OLD Resurrect mod (removes new resurrection code and goes back to old code) <!ENTITY OldResur...