Transcend II "reloaded" - update March 6, 2011
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Hi,
Just re-installed this using the latest version for a play - added CMOD and my own fast fighter-class weapon bullet mod, along with various scripts etc.
Must say, it really is rather good fun, using MBR and there's the odd squabble here and there! Guess this *might* break my universe if there are any scripted bits (which I recall there are) but just having FUN at the mo regardless
One thing, Snafu_X3: I get what I assume to be the correct message appear, i.e. a 50k payout for an enemy M3 or M4 - I've not experience your issue myself.
To the Devs, a couple of things I've spotted:
1) HAILSTORMs think they can doc TS/M6 class ships, you can issue the "dock at..." command and said TS/M6 proceeds to the Hailstorm, then just parks nearby, as if no slots are available.
2) Stingers rock!
Cheers,
Scoob.
Just re-installed this using the latest version for a play - added CMOD and my own fast fighter-class weapon bullet mod, along with various scripts etc.
Must say, it really is rather good fun, using MBR and there's the odd squabble here and there! Guess this *might* break my universe if there are any scripted bits (which I recall there are) but just having FUN at the mo regardless
One thing, Snafu_X3: I get what I assume to be the correct message appear, i.e. a 50k payout for an enemy M3 or M4 - I've not experience your issue myself.
To the Devs, a couple of things I've spotted:
1) HAILSTORMs think they can doc TS/M6 class ships, you can issue the "dock at..." command and said TS/M6 proceeds to the Hailstorm, then just parks nearby, as if no slots are available.
2) Stingers rock!
Cheers,
Scoob.
Hi Observe,
Great Mod, been playing 2 days and great until Kha'ak Invasion of Velntis Delta. I kill all the Kha'ak but get no acknowledgement and mission does not complete, I waited about an hour. Have I missed something I should have done?
Has anyone else had similar?
Would be great to be able to continue the plot.
Even tried aborting the plot. Also reloading and repeating mission to no avail. Stuck! Heeeeeeelp!
Great Mod, been playing 2 days and great until Kha'ak Invasion of Velntis Delta. I kill all the Kha'ak but get no acknowledgement and mission does not complete, I waited about an hour. Have I missed something I should have done?
Has anyone else had similar?
Would be great to be able to continue the plot.
Even tried aborting the plot. Also reloading and repeating mission to no avail. Stuck! Heeeeeeelp!
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Hi,
Ran into a slight issue...
I'm at the point where:
However said station got destroyed a while back, I assume the pirate base in that sector now was the cultprit.
As a result I'm told to "Dock at: <invalid>" in my mission list. I'm guessing this station doesn't respawn automatically? Vanilla missions will usually spawn a new instance of the destination station if the original is dead.
Can I continue the missions? I've progressed further previously in an earlier version...
Cheers,
Scoob.
Ran into a slight issue...
I'm at the point where:
Spoiler
Show
I've met up with my fleet in that far away sector & get offered a mission asking em to go back to that goner sector & dock at the Goner Station.
As a result I'm told to "Dock at: <invalid>" in my mission list. I'm guessing this station doesn't respawn automatically? Vanilla missions will usually spawn a new instance of the destination station if the original is dead.
Can I continue the missions? I've progressed further previously in an earlier version...
Cheers,
Scoob.
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Aha!Scoob wrote:One thing, Snafu_X3: I get what I assume to be the correct message appear, i.e. a 50k payout
After some time away I've narrowed what I was thinking of down to a couple of points:
a) the default seems to be 50KCr reward for any fighter (M5/4/3); this makes a certain amount of sense in one respect; however I feel it should still be graduated WRT class of fighter. However, <mods> call..
b) the (male - not Betty) voiceover is still giving the vanilla rewards - this leads to confusion. Would it be possible to edit or cancel the voiceover reward amounts?
Oh another miinor ship glitch, although I'm not sure if this is mod-related: the Baldric Miner has no inbuilt miner specialist s/w (no SCS or rock scoop)
(Oh, & Scoob: I agree with you on the Hailstorm docking issue)
Cheers
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
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I am looking forward to playing this to see what it is all about
I do have a question, I have started a game and notice that the duplex and triplex scanners, including the advanced satilites have no use in this game. Is this the way the game is supposed to be?
I would prefer to have to use those things. It's just funny to see them for sale and to have no use for them.
Thank you for this mod, it is appreciated
I do have a question, I have started a game and notice that the duplex and triplex scanners, including the advanced satilites have no use in this game. Is this the way the game is supposed to be?
I would prefer to have to use those things. It's just funny to see them for sale and to have no use for them.
Thank you for this mod, it is appreciated
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- Joined: Tue, 23. Dec 03, 22:32
Hello. Thanks. The scanner range was increased due to the size of the sectors. In the sectors the stations were placed further apart and the AI ships are "further" out in the sectors. If you like, I can make the scanner range back to original settings and post it on our forum and you can download it and install it. Let me know by pm'ing me.LightUrPath wrote: I do have a question, I have started a game and notice that the duplex and triplex scanners, including the advanced satilites have no use in this game. Is this the way the game is supposed to be?
I would prefer to have to use those things. It's just funny to see them for sale and to have no use for them.
Thank you for this mod, it is appreciated
stu
Transcend Mod Team - AP, TC, Reunion
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WOW! Thank you for getting back to me on this. I understand why you all adjusted the scanner range, i just feel like i would like to explore each system like in vanilla X3.
And I would like to express how much i think Transcend II is a really cool mod . So far i like it a bunch!
If you feel like adjusting those scanner ranges that would be great. But if you don't feel like doing it that is ok to .
Thank you!
And I would like to express how much i think Transcend II is a really cool mod . So far i like it a bunch!
If you feel like adjusting those scanner ranges that would be great. But if you don't feel like doing it that is ok to .
Thank you!
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- Joined: Tue, 23. Dec 03, 22:32
Thanks! I re-edited the Globals file for you and dropped the scanner ranges back to vanilla game settings. Can be found at:
http://www.x3dmod.com/forum/viewtopic.p ... 4329#p4329
File name is Globals.zip. Scroll down the posting's and you'll see it.
stu
http://www.x3dmod.com/forum/viewtopic.p ... 4329#p4329
File name is Globals.zip. Scroll down the posting's and you'll see it.
stu
Transcend Mod Team - AP, TC, Reunion
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I've come across something which seems pretty odd - the major races are using Kha'ak technology. Is this an intended feature?
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.
It's intended. Reasoning is various races including Kha'ak have been sucked into the wormhole over time, and been shipwrecked in the Transcend II galaxy. The various races resorted to cannibalizing technologies in their effort to survive in their new home.Targ Collective wrote:I've come across something which seems pretty odd - the major races are using Kha'ak technology. Is this an intended feature?
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I see. I love the mod but there is one... well, quirk, which is annoying me a little.
Every ship in the fleet that you meet up with is Jumpdrive equipped. You are not. And you're supposed to be the scout right?
No biggie, you can transfer a JD from any ship and get some Ecells, but a JD is REQUIRED to get across those first Xenon sectors alive, which is REQUIRED if you're going to explore.
Not a big issue, but like I said, kind of annoying, and that's not good in a mod.
Every ship in the fleet that you meet up with is Jumpdrive equipped. You are not. And you're supposed to be the scout right?
No biggie, you can transfer a JD from any ship and get some Ecells, but a JD is REQUIRED to get across those first Xenon sectors alive, which is REQUIRED if you're going to explore.
Not a big issue, but like I said, kind of annoying, and that's not good in a mod.
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.
Yes, I've pondered back and forth on that issue, and will take your feedback into account for next revision.Targ Collective wrote:Every ship in the fleet that you meet up with is Jumpdrive equipped. You are not. And you're supposed to be the scout right?
Speaking of next revision, I've been correcting texturing issues on some of the ships, adding the recently discovered collision avoidance object for ships, and a few other improvements/changes. This will become available as soon as I can pull my head out of RL work.
Thanks for feedback!
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Okay.
Something else for next revision - found a bug.
First Glowing Crystal mission - from the Goner - there's no check for cargo space before loading the crystal into your hold. This means you can have the mission active, dock in Horologium, and be unable to proceed with the mission - the MD doesn't allow for a hold full of jumpfuel!
I was able to revert to an earlier save - at the SPP where I loaded up in point of fact - but the script should really allow for this.
By the way, throwing Xenon sectors at the player so early is just evil. You do know that, don't you?
Something else for next revision - found a bug.
First Glowing Crystal mission - from the Goner - there's no check for cargo space before loading the crystal into your hold. This means you can have the mission active, dock in Horologium, and be unable to proceed with the mission - the MD doesn't allow for a hold full of jumpfuel!
I was able to revert to an earlier save - at the SPP where I loaded up in point of fact - but the script should really allow for this.
By the way, throwing Xenon sectors at the player so early is just evil. You do know that, don't you?
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.
I've been meaning to take a look at weaknesses in that area. Thanks for reminding!Targ Collective wrote:Something else for next revision - found a bug.
First Glowing Crystal mission - from the Goner - there's no check for cargo space before loading the crystal into your hold. This means you can have the mission active, dock in Horologium, and be unable to proceed with the mission - the MD doesn't allow for a hold full of jumpfuel!
Yes, it can be a bit hair-raising. [ external image ]Targ Collective wrote:By the way, throwing Xenon sectors at the player so early is just evil. You do know that, don't you?
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Actually... While the concept is good, the early Xenon sectors look like they need rebalancing. The firepower is too much for your little M3 to survive! And anything as slow as the M7 you're given is bound to be toast too.
I love what you've created but the difficulty curve is a little high - it's seemingly impossible to reach the Goner temple gate alive. In your M6 or M3 the Xenon will just tear you to pieces.
Looking at it from a 'big picture' view I can't see any faults with it, it is a solid mod. But from the little picture perspective of someone following the plot, the mod seems designed to frustrate.
How do you playtest the plot yourself? How do you get around the challenges you create for yourself? Remember that not everyone is a crack pilot; some will want to be able to run from the Xenon.
There are ways to cater for that type of player too - overtuning your first ship a little to give you a speed edge over the Xenon is all it needs for a first time player to be able to get into this.
By the way, love the new Xenon ships. It makes sense that they would have beam weapons too.
I love what you've created but the difficulty curve is a little high - it's seemingly impossible to reach the Goner temple gate alive. In your M6 or M3 the Xenon will just tear you to pieces.
Looking at it from a 'big picture' view I can't see any faults with it, it is a solid mod. But from the little picture perspective of someone following the plot, the mod seems designed to frustrate.
How do you playtest the plot yourself? How do you get around the challenges you create for yourself? Remember that not everyone is a crack pilot; some will want to be able to run from the Xenon.
There are ways to cater for that type of player too - overtuning your first ship a little to give you a speed edge over the Xenon is all it needs for a first time player to be able to get into this.
By the way, love the new Xenon ships. It makes sense that they would have beam weapons too.
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.
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The best way to get to the Goner Temple Gate (first one) is simple. Once you get into the sector with the Temple Gate, (providing you are in the Stinger with a M3 docked to it), jump to the West gate. Immediately switch over to the M3 and send (jump) the Stinger to a safe sector.Targ Collective wrote:Actually... While the concept is good, the early Xenon sectors look like they need rebalancing. The firepower is too much for your little M3 to survive! And anything as slow as the M7 you're given is bound to be toast too.
I love what you've created but the difficulty curve is a little high - it's seemingly impossible to reach the Goner temple gate alive. In your M6 or M3 the Xenon will just tear you to pieces.
Looking at it from a 'big picture' view I can't see any faults with it, it is a solid mod. But from the little picture perspective of someone following the plot, the mod seems designed to frustrate.
How do you playtest the plot yourself? How do you get around the challenges you create for yourself? Remember that not everyone is a crack pilot; some will want to be able to run from the Xenon.
There are ways to cater for that type of player too - overtuning your first ship a little to give you a speed edge over the Xenon is all it needs for a first time player to be able to get into this.
By the way, love the new Xenon ships. It makes sense that they would have beam weapons too.
The first set of Xenon sectors are very hard at first. Best way to get thru these at first is do a in-sector gate jump to the opposite gate, turn around and go thru the gate then repeat the process for the next Xenon sector until you reach the first Terran sector.
When the mod is tested, we spend a lot of hours and a lot of cups of coffee testing it. I too find it hard but not impossible to complete it. Let me reach my first Hailstorm then those Queens in the first Xenon sectors are toast.
stu
Transcend Mod Team - AP, TC, Reunion