[MOD ANNOUNCEMENT] Transcend II version 1.0 - release June 30

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

[MOD ANNOUNCEMENT] Transcend II version 1.0 - release June 30

Post by Observe »

Trade Fight Build Think your way to riches or ruin in a completely new galaxy!

[ external image ]

Transcend II public beta is scheduled for release June 30 (end of this month). This is the sequel to Trancend I, and next in the Transcend Trilogy.

In Transcend I, you succeeded with re-opening vital trading lanes between the various races, and have received orders to return the fleet back to Terran space.

On your way home, the Fleet encounters a wormhole which lands you in a far-flung galaxy. Having no means of communication with the home system, your only hope is to explore this region of the universe in an attempt to find friends with whom you may develop alliance. Your fleet of warships is scattered, and their fate is unknown. You must cross vast regions of space full of challenges at every turn!

Are you tired of the familiar old X galaxy? Transcend II features a completely new "total conversion" galaxy, consisting of close to 200 new unexplored sectors, numerous surprises, challenges and opportunities.

If you love X3, but want something new, you won't want to miss Transcend II!
Last edited by Observe on Sun, 15. Jun 08, 05:11, edited 6 times in total.
User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley »

Huzzah!
Well what can one say - great work there. Too bad my gaming time is limited and I have to try to keep pace in AoC. But I will surly play this when I feel the icy clutches of X3 grip my heart again.

Cheers!
reinhart_menken
Posts: 229
Joined: Sat, 27. Jan 07, 05:23

Post by reinhart_menken »

That's just awesome. New galaxy. Oh I had a thought the other day, that there could be erosive sectors where it slowly eats away at ships passing by (so maybe fighters won't survive unless they dock into carriers), but I couldn't really see it fit into any mods the community currently have that are set in the X3 universe. Perhaps you guys could find a use for such idea?

What are some features planned in Transcend II? Are there a lot of scripted missions? Good work! ;)
User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

reinhart_menken wrote:That's just awesome. New galaxy. Oh I had a thought the other day, that there could be erosive sectors where it slowly eats away at ships passing by...
Well....it just so happens we are thinking alike about that. I've missed the hull-eating nebulae/sectors since X2. They present all sorts of interesting possibilities and challenges.
reinhart_menken wrote:What are some features planned in Transcend II?
Without giving away too much just yet, let's consider this wormhole that sucked the fleet into another galaxy is sort of like a Bermuda Triangle. Over time, hapless pilots from all races have fallen victim to its clutches, and have emerged in this other galaxy. Some technologies have been developed similarly, while others have taken a somewhat different course. Often ships are severely damaged while passing through the wormhole. This has provided Pirates with opportunity to salvage Capital ships for example.
reinhard_menken wrote:Are there a lot of scripted missions?
Yes, Transcend II makes significant use of the new (relatively) Mission Director. There are a numerous missions of various kinds. Keep in mind that our main objective is providing players with a whole new galaxy to explore, fight, and trade according to their interest. As such, in line with X3, everything is very open-ended, while at the same time providing a cohesive long-term loose-knit connection to the basic "plot". If the player survives the unknowns encountered, he/she has every opportunity to engage in whatever is the preferred X game fun time. :D
reinhart_menken
Posts: 229
Joined: Sat, 27. Jan 07, 05:23

Post by reinhart_menken »

Observe wrote: Without giving away too much just yet, let's consider this wormhole that sucked the fleet into another galaxy is sort of like a Bermuda Triangle. Over time, hapless pilots from all races have fallen victim to its clutches, and have emerged in this other galaxy. Some technologies have been developed similarly, while others have taken a somewhat different course. Often ships are severely damaged while passing through the wormhole. This has provided Pirates with opportunity to salvage Capital ships for example.
That's even better than the Voyager-stranded-far-away-from-home theme! That's more like a combination of Voyager and Torchwood + STALKER. Not only are you stranded and washed away, you can also find other exotic washed away wonders. Splendid! I'm also glad to know that Transcend II has extensive use of the Mission Director :)
User avatar
Phlt
Moderator (Français)
Moderator (Français)
Posts: 4247
Joined: Fri, 31. Mar 06, 19:26
x4

Post by Phlt »

This Mod is very promising. I like the concept of a brand new galaxy to discover, with many unexpected surprises at every corner. :)
User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

FYI: One feature of Transcend II, is ships smaller than M6 class are not capable of supporting jumpdrive. This is also the case with Transcend I.

In my opinion, jumpdrive is something only larger ships should possess. This provides greater meaning for having large support ships, and offers added challenge when flying Fighters and when exploring.

In Transcend II, we do have special gates which permit bypassing certain dangerous sections of the galaxy. These gates require an unlock code to operate. The unlock is achieved by firing your laser at nearby spheres in specific sequence. Most of these special gates are inside asteroids with doors that must be opened by described means.
Last edited by Observe on Sun, 15. Jun 08, 04:55, edited 1 time in total.
User avatar
surefire_ven0m
Posts: 1012
Joined: Mon, 12. May 08, 11:01
x3ap

Post by surefire_ven0m »

This sounds very very cool but i'm wondering, performance impact compared to vanilla? Is there any and if so how much? I have a lame PC and vanilla is Ok...
"do i look like a priest?" - "erm...yes...."

The funniest thread ever...
User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

surefire_ven0m wrote:This sounds very very cool but i'm wondering, performance impact compared to vanilla? Is there any and if so how much? I have a lame PC and vanilla is Ok...
We have made effort to ensure there is no undesirable performance impact. For example, our custom models utilize Multiple Levels of Detail (LOD) among other things, so they have optimised impact on memory and CPU activity. That said, as you know, X3 does stretch any pc to the limit; so for example in areas where heavy weapons activity is taking place there will sometimes be slow-down - as there is in vanilla.
User avatar
surefire_ven0m
Posts: 1012
Joined: Mon, 12. May 08, 11:01
x3ap

Post by surefire_ven0m »

Ok thanks i will definatly give this a try then when it's released, i may even have my new PC by then so it wouldn't be an issue but it's unlikely.


Thanks again :)
"do i look like a priest?" - "erm...yes...."

The funniest thread ever...
User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

[NOTICE]: Pre-release beta will be available for download June 14 to x3dmod members. We are providing early release in this fashion because we are confident the mod is in good stable condition, and we feel it is ready to go into the hands of players. :)
Theophantus
Posts: 36
Joined: Sat, 8. Sep 07, 14:34

Post by Theophantus »

Sounds good. looking forward to giving it a bash.
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

very interesting, will have to give it a try.

Keep up the good work!
User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Thanks. We are advancing the release schedule as I mentioned. Probably this Thursday release for x3dmod members, and then possibly the 20th for general public. :)
D_Zorro
Posts: 2027
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by D_Zorro »

This mod looks great, to bad i haven't been playing x3 for a while, but i am playing now again. One question ?? Did i see it right ?? Do you have a sort of office inside your ship ?? :o that trailer looks great from transcend 1.
System spec: Pentium (R) D 2.66 Ghz, Ram : 2048 DDR, HD : 250 GIG 7200 RPM intern 8 MB cash
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200
User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Thanks D_Zorro!

Pre-public release will be today as scheduled for x3dmod registered members.

For those who are interested in getting their hands on Transcend II as early as possible, all you need to do is register on the x3dmod forum, and you'll be able to download the mod within a few hours. :D

We are releasing this way so we can keep a close eye on things for the first couple of weeks. The mod is stable, and we anticipate no problems.

Public release to everyone will be near the end of this month.
User avatar
Observe
Posts: 5350
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

FYI: Transcend II is now available for download.

It's time to role up your sleeves, and tackle a whole new galaxy of X3 fun! :D

Return to “X³: Reunion - Scripts and Modding”