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Posted: Fri Aug 29, 2008 9:51 pm
by Betelgeuse
I would like a way of using energy from the reactor for a given period.

I am making a variable regening shield and everything is working great but it doesn't use more energy when regening.

This could be useful in many other items too.

Posted: Fri Aug 29, 2008 10:30 pm
by Fatboy
I'd like a way to take out a loan.

Posted: Sun Aug 31, 2008 6:45 am
by Vastin
I have a new wish after a painful experience last game.

I was running the Huari slave rescue missions in a binary system, which was causing the slaver ships to spawn at over 4000k out, in the middle of absolutely nowhere.

On one of those missions, I accidentally cleared my target right after exiting the station - I only got a glimpse of the general heading... Spent over 20 minutes jumping randomly through space trying to find them. Finally gave up and just went and ran back and forth patrolling the two stargates in the system hoping to intercept them. Finally did - after about 1/2 an hour (that ship is sloooow).

So what I'd really like is a way to re-acquire your mission target ship! or have it always pointed at as a 'mission objective' the way bases often are.

Posted: Sun Aug 31, 2008 7:09 am
by Mutos
Hi all, hi George,


1/ Ability to use Modules inside an Adventure, rather than have everything in one large Adventure file. Maybe it would be better if Adventure Module filenames started in the Extension folder.

2/ Extra debug features :
a/ Use of arrows within the console to prevent typing the same lines again and again, LISP can sometimes be quite unnerving !
b/ Maybe make the debug console reachable at the startup screen, for debugging events fired when creating a new game,
c/ The ability to entirely reload the game data, mods included, without ending and restarting (maybe onlly in debug mode),

3/ Improvements on the graphics engine to prevent it from slowing down to a creep when using real-world Sol system data ^-^

4/ Like Vastin, retro-thrusters on the down arrow ! Maybe less powerful than aft, maybe not, or maybe with just another separate rating.

Soon to edit if I find other things...

Posted: Sun Aug 31, 2008 10:48 pm
by Aury
Fatboy wrote:I'd like a way to take out a loan.
:) I had a "bank" like system implemented in the corporate trading post...

I was hoping to add loan sharks to black market stations too.

Posted: Mon Sep 01, 2008 1:02 pm
by Cardinal
More BM missions.

Posted: Mon Sep 01, 2008 3:03 pm
by darksider
More application stability and fail-safe functions, like emergency-save feature (as in Angband and its variants).

Application crash on Transcendence usually happens when you go through a stargate and saving the system to the disk, especially when the player is leading Dwarg raiders, I suspect there are a few glitches somewhere around it.

Posted: Mon Sep 01, 2008 4:28 pm
by Aury
darksider wrote:More application stability and fail-safe functions, like emergency-save feature (as in Angband and its variants).

Application crash on Transcendence usually happens when you go through a stargate and saving the system to the disk, especially when the player is leading Dwarg raiders, I suspect there are a few glitches somewhere around it.
you might want to make a separate thread on that then. It'd be a large bug.

Posted: Mon Sep 01, 2008 10:28 pm
by Betelgeuse
just thought of something that would make custom damage systems; dynamic weapons, shields, and armors; and custom enhancements much easier.

<OnGlobalDamage>

it would be called anytime anything is damaged with the same globals as the normal onDamage (maybe with a couple extra like shield/armor damaged and weapon)

Posted: Tue Sep 02, 2008 9:14 pm
by Betelgeuse
I would like to add custom things to damage
for example

damage= "kinetic:3; momentum1; piercing"

and to be able to get those in the onDamage event

Posted: Tue Sep 02, 2008 9:16 pm
by Periculi
That would be fun! You could basically create any kind of specialty weapons or damage effects that way.

Posted: Tue Sep 02, 2008 9:35 pm
by Betelgeuse
yep and would solve the weapon ID problem in onDamage at the same time.

Think about it weapons that bypass shields. Dual damage types. Chain reaction weapons (ie if it hits any shield it does damage and grows in power and jumps)

Posted: Wed Sep 03, 2008 9:45 am
by Shifter55
Custom enhancements and error-free support for 0.98 and lower mods.
Oh! Also an .xml file that shows default level resistances and hp.

Posted: Wed Sep 03, 2008 5:40 pm
by Periculi
How about getting a filter for virtual items in the item criteria? objGetItems and objEnumItems are blind to virtual types. virtual="true" is a great way to hide items, but they should be able to be found from script somehow.

Posted: Wed Sep 03, 2008 7:48 pm
by Fatboy
I agree with Mutos on this
1/ Ability to use Modules inside an Adventure, rather than have everything in one large Adventure file. Maybe it would be better if Adventure Module filenames started in the Extension folder.
I'd like that ability.