| Weapons Extended 3 |
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WEAPONS EXTENDED 3.20deltaContains 600+ weapons and missiles All the weapons, shields and ammos are randomized on every ship of the game :D New: New module made by TheLastBrunnenG!!! New: WE_Atarlost alternative main file!!! What the mod overrides: - all the weapons, missiles and ammo boxes of the game (including virtuals) - dsExchangeSell and dsExchangeBuy - intComputeSellPrice - superconducting coil and shield to clear up a use key conflict - itWaterIce - itHeavyWater MOD UPDATED FOR 1.0RC9 ! Please see here for more details: http://www.neurohack.com/transcendence/forums/viewtopic.php?t=2640 |
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| Categories |
New Graphics, Mod Packs, Featured, Weapon |
| Author | digdug |
| Rating | 0 0 |
| Added (Last modified) | 22.12.2009 (12.03.2010) |
| Game Version | 1.0 RC9 |
| Filesize | 500.84 KB |
| Downloads | 1103 |
Download
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Recent bugfixing 22.12.2009 (up to version 3.11):
Fixed bug with ice farms selling fuel rods.
Changed superconducting shield in northwind equipment pack with 1.0RC3 version.
Recent bugfixing 26.12.2009 (up to version 3.12):
Fixed bug with Ares thunderbolt cannon (Configuration was broken)
CHANGED!: No more use of global variables, now data is stored on the playership (and it's properly saved)
Recent bugfixing 27.12.2009 (up to version 3.13):
Fixed return carriages in Northwind equipment pack items.
Omnidirectional weapons are randomized at 70% of the time with omnidirectional weapons.
Recent bugfixing 29.12.2009 (up to version 3.14):
Changed the EMP mine of the NAMI mine launcher with a device damaging mine.
Added the modifier Howitzer to all the howitzers, so that the speed-loader is now properly working
CHANGED: The randomizer now works from a virtual device, and all the configuration is done by a dockscreen.
Fixed some more Plasma and Ion modifiers in sovereign weapons.
Added more sovereign handlers in the randomizer for sovereign weapons.
Recent bugfixing 30.12.2009 (up to version 3.15):
Changed: itQuantumsphereDisintegrator is now a launcher. The randomizer has been changed to randomize its ammo.
Added a new ammo to the quantumsphere disintegrator, plus the ammo table.
FIXED a major bug caused by the misuse of an itmStruct variable.
WE is back online !
Now working with RC4!
Neat - now for a test run...
This mod is great. Ok, that's not very informative It's got a ton of weapons and should extend the game quite nicely...and it's all balanced too!
Are there any specific problems when using this mod in conjunction with Atarlost's Northwind Equipment Pack mod? They both seem to load fine but I haven't done any further testing...
Disregard that last post - I just noticed that there's a northwind xml in the WE3...how did I not notice that before? :i is idiot:
Erm... You can delete that comment, I just put a combination of letters. It doesn't mean anything.
This means something:
Nice mod, really nice being attacked by corsairs with 5-6 diffrent weapons.
not only corsairs, all the ships, including autons have random weapons :D
how about to changing the weapon icon? that will be nice.
yeah, i thought about that too. that's why i made this: http://xelerus.de/index.php?s=mod&id=492
updated at 303 downloads
Please see here for more details:
http://www.neurohack.com/transcendence/forums/viewtopic.php?t=2640
I have tried using IE and Firefox, but I cant for the life of me download this file.
Is this just me ?
I think it's just you, I can download the file without problems and the mod has 911 downloads.
Anyway, I can supply an alternative link, try this : http://dl.dropbox.com/u/720869/612_WeaponsExtended3.zip
I suggest you to contact bimbel and see if your problem is caused by your pc or by the website.
Thanks for that.
Not sure what has happened. my netbook can download them all but the computer cant.
This is the only site I have ever had a problem with.
digdug, well done on such a beautiful mod!
I only started playing Transcendence a week or two ago and it has already stolen obscene amounts of my life away and this mod makes it even more interesting.
I have one small question though, can I identify only the weapons in the shops ?
I enjoy finding weapons I have to test to figure out what they are but browsing a weapons dealers shop and them not seeming to know their own inventory is not as fun for me.
Could you tell me what to change or is this a major coding endeavour ? My coding skills are very mediocre at best.
mmmhh, it's definitely possible to change the dockscreen behaviour to show up the items identified, I have to think about that.
Billonius, I suggest you to finish the game first without mods, or only with simple, cosmetic mods.
Some/Most mods will otherwise spoil parts of the game.
It's possible to make shops show things as identified, but it's not possible to do that and have them be unidentified later. Identification is currently irreversible so once something's been identified anywhere it's identified forever, making the familiar behavior of the shops knowing what things are but the player not unless they're purchased is impossible.
Tried it with 1.01. COOL!
Some bug reports follow (normal main):
Ferian warrior used single standard laser (you said thats the error weapon).
Corp. cruiser won't bomb BM in Rigel quest (also reported already).
Only one kind of ferian plasma torch counts for Dvalin (others buyable?)... Pity, I "aggroed" the biggest ferian hive I've ever seen in search of plasmacannons/torches.
I combined it with:
UGwingman (the 1.01 version)
The 08u auton (UGW compatible auton)
The mining auton (never bought one this run, saw one in the shop using the "identify" feature.)
And the thruster mod (missile avoidence thruster and the strafing packs, I just use it to give my autone missile-dodge packs)
Corsairs have never seemd so deadly!
No more pirate ID by colour/number of lasers.
"Not PURPLE! AIIIIEEEE! THREE!?"
"Oh good, a Viking." (1 green) <boom> Nope. A Corsair II with Lucifers. (could've sworn I got a flash and "game over" from some Drakes/Viks/Corses (In Charon)
This mod is awesome. Can you someday make it so weapons equiped by wingmen are ID'd? I expect they would tell you about thier own guns...
Hi Matz05!
thanks for your comments and your helpful debug ! A new version is already planned for 1.0+, as soon as I have some time I will finish and release it :D
I'm also pleased to know that you enjoyed the mod, comments like this make my day :D
IThe only thing that always annoyed me is the unidentified weapons being sold at shops. You crazy, Mr Shopkeeper? I'm not paying $2000 for something if you won't even tell me what the hell it is!
the unidentified items in shops is something that I wanted in order to mimick classic nethack games.
Keep getting this in-game . Pops up constantly. PLZ Help
Item d25c5004 Event(ship name here): No Binding for symbol: theObj ### (objSetObjRefData g Playership "WE_ShipHook" the obj) ###
Jeoshua? You CAN kinda cheat them by asking how MUCH it costs to ID it. If ID is expensive, the item will be too. If ID is cheap, the unidentified price is a rip-off.
Some more bugs:
Ammo boxes holding illegal things often arent illegal themselves. Is this intentional?
I had my lancemate randomly emitting shockwaves of death when in combat -- she did NOT have a Hoop shield installed, but she might have had some in cargo.
One thing I find interesting is that Ringers and Tetratons don't ID stuff. I guess it fits. "If you don't even know what it is, don't buy it!" Is this intentional? I think it's interesting.
in theory the unidentified price is directly proportional to the identified one. that's why I'm overriding some buy and sell functions. Ammo boxes holding illegal ammo is intentional, yes, in theory you are buying an ammo box of some kind. the shockwaves could be a bug, or she was using some kind of shockwave ammo. I added a few EMP ammo here and there... Ringers and Teratons use different dockscreens to buy and sell. We could add the ID command, but i thought that the best use of it would be at early game.
But it seems inconsistent, arent some vanilla boxes millitary/illegal, at least when IDed?
The Charon Kanjar pod for the mine launcher is legal too... Is there, or is there not, a law against IEDs/custom weapons? The Slicer has a special shurkien/dual particle ("Slicer Cannon") but I don't think its illegal... I would think OCs more likely to be outlawed than purple lasers (though they might be millitary/etc.)
I thought that the "mystery" prices were based on damage type and omni, and the ID cost was a fraction of the "real" price. (plasma torches, etc are rediculously expensive when unknown, but ID cheaply and drop in price dramaticaly)
Loves to argue,
Matz05
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