Dynamic Systems V2 | |
Dynamic Systems. What is it, you may ask, and why would you download it? The answer is simple. Do you want a living, breathing universe filled with space battles galore? Why settle for boring old "cleansing" of systems when you have to fight, nay, claw your way out of a system, making sure that you are the only one to survive: the one destined for the Core. Do you want to play through the Outer Realm, or do you want to explore a universe filled with strife and war making the CW-Ares battle right before your very eyes? Well then, welcome to the journey through the Human Quarantine Zone, filled with war and conflict, but one Pilgrim who seeks to leave past that conflict for a journey to the Core. |
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Categories | A.I./Behavior, Prior Mods of the Month |
Author | RPC |
Rating | 1 2 |
Added (Last modified) | 10.04.2011 (16.06.2011) |
Game Version | 1.06 |
Filesize | 570.94 KB |
Downloads | 1964 |
Download |
Edited the title to remove teaser because I didn’t want to mislead people into thinking that this is incomplete. It is complete, but I am expanding on it.
Looks very interesting! I would definitely try this when it's been expanded.:)
Seems incomplete to me =(
Remind me again how I can get your ship to be playable in the standard game>?
The Sung encounters are going to be hard to code (for me)-- when you play they will actively destroy stations and get their slaves *shudder*.
To have the ship be playable in the standard game, go to Carrier POC and change the startingSystem in the Nerefir Playersettings from "Lumen" to SE (for Starton Eridani) or even PJ (for Point Juno) or A7 (for Dantalion).
I am not very technical , but I put your POC folder into a game: vengeful thing it is and your hostiles took out not one, but two versions of my otherwise "super shield" ( it was never to be a G.O.D , but it was very strong ; I have since upgraded that testing shield ( twice )) but I enjoy the action you gave the game.
I still have not seen stations being built or spawned for presence or replacements: and no reaction from Corporate when the Adventure Outfitters was attacked to death, my wingmen had to Avenge it.
I still haven't decided how to replace stations destroyed in-game (If you have suggestions, please post them!). Right now, I'm working on Sung encounters.
If the Adventurer Outfitters was destroyed, there should be a Corporate Cruiser send to avenge it. The Corporate cruiser event is in-game. If there was none, it is a bug and should be reported in the forums.
Reuploaded at 54 dls. Now with basic Dwarg, Sung and Huari retaliation with basic fleet AI for the retaliation ships.
Ok but needs more dynamics and you should take out the bullet time code someone might activate it or make it cooler
By dynamics I mean new functions that can change the concepts of trans like gravity and physics
Note does not work on my 105
I tried it again and crashed my comp
Interesting : but even though I love the effects of retaliation in a regular game caused by your files : I was not a fan of your only one ship..that kind of takes away the Pilot's options to experience your Mod from different views as a Pilot in your Universe : I will look into pushing your Mod to let in my ship ( I know your ranx hate me, If I am going to Die, I rather do it in a ship I trust )
I tried adding xml files for other ships into the folder: your Mod ignores everything except your Nerf , not acceptable for the Transcendence Model we have come to know.
(I noticed I only got half that post out , don't understand that): it was an interesting challenge to fly a ship that could not actually dock or fire a weapon : but spectating the galaxy before you get killed is kind fun.This is why I wanted other ships. And I will put an idea on the gforum in the dysy thread of spawning stations: it's already in the code: just for something else.
@Shane
Hmm... The Nerefir HAS weapons. Check the ship dockscreen and press 4 (Ship management). To use the weapons [U]se the flywheel to get ammo.
To get other playerships into DySys, change the starting system to "Lumen"
Quils3 was apparently using 1.04 and &baCSCbase; wasn't in the XML so his copy of T died. :(
YES!!, I aplogize for whining like a child over my ship, I love the DySy action : I get very upset when I see Great Work and I can't get it to run properly : worse if I make :() I just found the controls are numbers, not letters; And I will do as you say with the system: And : YES: I have had crashes , but I tracked them down to .xml files for OTHER things that add " in system" action to a DySy game that is already running at top speed to keep up with your orders. And too many wingmen ( retract wingmen before hitting a gate )will cause a crash for the " next system" when you gate ( but not always ).
#Fail : It hates me , it will not let me get anything but the Nerf in that mode.
but it's fine, I enjoy the action in the regular systems that your files cause : no big deal.
@Shane:
Try startingSystem="Lumen"
and
startingPos="Start"
For your playership.
@RPC: I DID: 15 times: 8 different ships, including the Praetorian ( love that ship: gave it it's own Praetorian Shield ( same code as the Corporate Shield I made but the Praetorian is stronger (?)LOL.
I even tried to enter a ship into your .xml : just added a new number to your already long list : nothing: it ignored everything I tried .The only other thing I could try is taking your Nerf out : But that is not cool. So, no fears, I enjoy it and I did fly the Nerf: made it liter+faster matching a Centurion pace and flew around watching battles as I dashed in and grabbed loot :) those Phobos are NOT playing around with the CW ! but they ignore me , they do not multi target like the original game : if I get that close in a regular game they blast me regardless of what they are doing : just a note for a strange behavior: I am sure its not a bug.
Actually, that's a fail on my part.
I was looking into my code and found this:
startingShipCriteria="* +Nerefir"
Take it out, and change the startingSystem and startingPos to what I said earlier, and that will fix it.
LOL: you realize i read that Code line like a dozen times and ignored it because it was " factory" ( meant to be there ) :
This action works: I do hope others take note and move on to enjoy your DySy as much I enjoy having it ( regardless of my "issue" with the ship options)
sorry: we should tell others WHERE to find that so threy can edit the file too if they want : In the folder " Carrier POC" the FIRST xml page ( open in Notepad) Under the " background ID " line is where to find the code to remove
By the way, Mod of the Month is on: http://neurohack.com/transcendence/forums/viewtopic.php?f=24&t=4151
Vote now!
Thanks guys (or girls) for voting this MOTM!
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