What do YOU want in 1.06?

Post ideas & suggestions you have pertaining to the game here.
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Resident-Pyromaniac
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I personally would enjoy vast amounts of Socereign expansion. Like Make some factions Join-able.(Charon Pirates, Penitent, Sung) and Add New ships to other Factions.(fire Slaver, Hauri Viper, Hauri Prophet, Ranx Cruiser, Advanced IAV, Draco Cruiser, Ferians, Etc. Etc. Etc.)

That would be cool. However Unlikely. But, in 1.06, the biggest thing I want is... and get this, the pre-1.01 Radiation cloud in Heretic.

I think the best way to do this, (this would also add the same Horror to the Last system that was there in .99.) is to make the Heretic system the Second to Last System. and add an "unnamed system after it, which is basically the original Heretic from pre1.01.

the last sytem has the ICS, and the Radiation Cloud, But no Xenophobes, No annoying Missions, And No Darneded Iocrym Sentinells. That Is what Would be truly Awesome.
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Drako Slyith
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Personally I would like to see a rework of timer in script, where you can have code in the string itself for global functions and other places you can't have events, and maybe an optional condition like in enumwhile. I'd also like a sysHasTimerEvent which returns true or nil if a timer is running.
My plan is this:

Code: Select all

(sysAddObjTimerEvent "name" [condition] *[source] duration (function or tag))
(sysHasTimerEvent "name" [source])
(sysCancelTimerEvent "name" [source])

*Timers do need an option to run only on one object, so they won't conflict if you have it on a non-unique ship or station.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

1. Dynamic topologies so you can add in nodes to a topology without requiring an AdvEx.
2. Capital ships ( AKA: secondary weapons that fire without the player's input)
3. Being able to dictate where a weapon is mounted [many games would be a LOT easier if my lancer was facing backwards!]
4. Ringer/ Teraton ships [although I do expect it at around 1.4 ~ish]
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shanejfilomena
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several mods turned official:
Black Market BM
Playership drones
Corporate Dock Service
MissionFramework : http://www.neurohack.com/transcendence/ ... f=3&t=4073
( unbugged dock screens, tidy codes : then put them in)

but I think new players could enjoy these : once they pass the official inspections.
Last edited by shanejfilomena on Sun May 01, 2011 10:05 pm, edited 1 time in total.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
PM
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* Secondary weapons usable by player-controlled capital ships.
* Auto defense devices with more flexible criteria and slot requirements.
* (I know this will not be ready until later, but...) Part II with the aliens and their higher level ships and toys. Players need the right tools to smash the rest of the galaxy.
Download and Play in 1.9 beta 1...
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Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Amariithynar
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* Autons that form wings and stay out of the front arc of your ship
*Less Insurance station spawns.
*Wingmen who keep distance from you, rather than hugging your ship
*More quests (ie; military quests are always available, either to random enemy base or freighter needing escort; Agri stations can be attacked again, Korolov doesn't cut you off early if you destroy two frigates, etc)
*Less Insurance station spawns
*More variety in ships, both player and enemy
*LESS INSURANCE STATION SPAWNS
*Ability to buy computer-drone wingmen that you can give stuff to and tell them to equip

Did i mention the less Insurance Stations thought yet?
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stealthx
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Lokasenna
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- More flexibility when using my weapons. For starters, let me press 1/2/3 to switch to a specific weapon (unless I already can and I'm just stupid). Even better, another button to fire everything at once (at the risk of overheating and shutting down your whole rig). For my undying love, assigning weapons to different groups that can be fired together like in the Mechwarrior games.

- Being able to make weapons fire from multiple points on the player ship and track independently like enemy capital ships can.

- Better handling of multiple player files. I wouldn't mind having a few games going with different ships or even different mods loaded and not having to risk overwriting a save if I forget to change to a new pilot. Perhaps a list of existing pilots/saves along with enough basic stats (ship, weapons, system) to know which is which. The best approach, I think, would be to just make all of the main menu options open to the command line, and then anyone who wanted to could write a frontend launcher to handle this sort of thing.
george moromisato
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It's great to hear requests. As always, I encourage people to add tickets to Trac. That will allow me (and you) to track these kinds of requests.

But I'd like to give a response to some of these:

1. [Resident-Pyromaniac] Sovereign expansions: Yes, this would be cool. It is, unfortunately, incredibly difficult to create all that content. I hope to leverage the community for that.

2. [Resident-Pyromaniac] Heretic radiation cloud: There is a bug in Trac about how the radiation cloud no longer works. I plan on investigating that for 1.06. I'm not sure on adding a new system after the current Heretic one, but I can imagine that the radiation cloud could make an appearence in Part II (though I have no definite plans).

3. [Drako Slyith] Timers: This sounds like a good idea, though I don't know how hard it is to implement. I think adding a way to provide a function to be called on a timer is reasonable. This definitely deserves a ticket (if it doesn't already have one).

4. [RPC] Dynamic topologies: I don't know why this doesn't work with normal Extensions. There is a bug (which Wolfy discovered) in which the <SystemTopology> tag is ignored in extensions (fixed in 1.06). But you can use a <SystemMap> as a workaround in 1.05.

5 [RPC] Capital ships: I'm assuming player capital ships here. I believe this can be accomplished with the new code that allows auto-defense devices to attack ships. If not, it probably could be done with the <OnUpdate> event.

6 [RPC] Dictating where a weapon is mounted: To do this right would require some serious re-work of the install logic. Wolfy has a ticket (#638) to have the install function specify the position of the device; this seems easier to implement for me, but it will require modders to handle the install UI.

7 [RPC] Ringer/Teraton ships: I will get to this eventually, but right now I'm focused on Part II. Maybe Wolfy's Ranx Expansion will introduce some Ringer ships. I'm thinking right now that the Ringers use mostly robotic ships controlled from crewed command ships, but I'm not sure.

8 [shanejfilomena] Official extensions: I'm not sure how making an extension "official" will make it better. Although I do really want to create some kind of mission framework in the engine. I tried to do this early on (dsMission is supposed to be a generic mission screen) but it needs much more work.

9 [PM] Secondary weapons usable by player-controlled capital ships: I would like to see a detailed design on this. For instance, are there more keys that the player has to hit? Are the weapons automatic? How are they installed? Best bet is to reduce this to a set of simple features of the engine and implement the rest in a mod. What is the minimum set of features required of the engine to do this?

10 [PM] More flexible criteria for auto defense devices: I don't remember if this is in a ticket or not. Can you remind me what you mean?

11 [PM] Part II: Yes! This is exactly what I'm working on now. But unfortunately it won't be ready for 1.06.

12 [Amariithynar] Autons that stay of the front arc: Autons actually do try to say away from the front of your ship--but perhaps I need to increase the exclusion zone.

13 [Amariithynar] Less insurance station spawns: This is easy to do and probably the right thing! Consider it done for 1.06.

14 [Amariithynar] More quests and more ships: This will have to wait for Part II. But meanwhile I look forward to various mods.

15 [Amariithynar] Ability to equip wingmen: This could be possible in a mod. Not sure.

16 [stealthx] Rumors of other "gods": Not for 1.06. But obviously Part II will have lots more about the Ancient Races.

17 [Lokasenna] More flexibility when using weapons: I'm not sure how this would work in practice. How does the player map from a number key to a weapon? It might require a lot of UI.

18 [Lokasenna] Fire weapons from multiple points: Perhaps the auto defense code can help here.

19 [Lokasenna] Better handling of save files: I like the idea of command-line switches to do this. That would be a simple to implement solution.
sdw195
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now only of you would add dropping by on irc to that list.....
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Sorry to add too much to your workload, but can you look at ticket 640? It's about using the current weapons system to create exhaust for ships. It seems a lot more doable than mounting a lancer backwards :D

I'll also mess around with the ICX stuff to see if I can make a playable Capship. The only thing is that you can't specify firearcs for the ICX and if you have multiple ones installed at a time, it'll look like they all fire from the center of your ship :(
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Drako Slyith
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george moromisato wrote:
3. [Drako Slyith] Timers: This sounds like a good idea, though I don't know how hard it is to implement. I think adding a way to provide a function to be called on a timer is reasonable. This definitely deserves a ticket (if it doesn't already have one).
Ticket added: http://wiki.neurohack.com/transcendence/trac/ticket/656
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shanejfilomena
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mine was #8 ( YAY! , I am in the Top Ten!!: Party time at Asteroid 2219!!!!! )
But what I meant of making something "official" was that ,in my idea of the process, the item would be taken to task by the greatest minds in the universe to kick out the spiders and ..whatever other things lurk: to give a future version so there is more Game and less " lets try this " oh my!, Transcendence crashed my computer!" and they blame the game : not the mod.
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If a Mod is tested and found not to be up to standard for a game : it should not be available : at all. ( broken stuff goes in pretty plastic bin with picture of your "favorite politician" on it : mine has Palin: not Sarah, her Husband: he thought he was the Governor too).
Last edited by shanejfilomena on Tue May 03, 2011 4:38 am, edited 1 time in total.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
Drako Slyith
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If a mod has a version number beside it that's pre-1.0 (RC# and .0##) they probably need to be updated, and won't work on your current game. I may be wrong, but I know a lot of pre-1.0 mods don't work now.
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shanejfilomena
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Drako Slyith wrote:If a mod has a version number beside it that's pre-1.0 (RC# and .0##) they probably need to be updated, and won't work on your current game. I may be wrong, but I know a lot of pre-1.0 mods don't work now.
Honestly: I was just as bad as any Noob: I thought a 1.04 "should" work with anything before it, etc......If I did that before I learned better, by reading more of this Forum and taking the words of the minds that DO Know better to heed, I am sure there are dozens of others that did or will.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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