Search found 144 matches
- Sun Jun 30, 2013 8:31 pm
- Forum: Mod Development
- Topic: Event troubles
- Replies: 1
- Views: 2414
Event troubles
I've been trying to mod events in for a long time now but it always seems to not work. Whenever I launch the game with a modified event, it crashes after the loading bar finishes, with the error message "This application has requested the Runtime to terminate it in an unusual way." Here is...
- Fri May 24, 2013 4:36 pm
- Forum: Mod Development
- Topic: [SOLVED] Weapons help
- Replies: 5
- Views: 4440
Re: Weapons help
It worked! I had forgotten to add "_blast" onto the end of the <weaponArt> entry. Thanks so much! ^^
- Fri May 24, 2013 3:21 pm
- Forum: Mod Development
- Topic: [SOLVED] Weapons help
- Replies: 5
- Views: 4440
Re: Weapons help
Okay, well either my game hates me or I'm missing something blatantly obvious, because I cannot get this thing to work. Good news and bad news. The good news is that the weapon's projectile has its art. The bad news is that the weapon itself doesn't. I changed anything named "wildfire" in ...
- Fri May 24, 2013 6:51 am
- Forum: Working Mods
- Topic: Boarding ship: Fox Class Stealth Cruiser
- Replies: 2
- Views: 4686
Re: Boarding ship: Fox Class Stealth Cruiser
Erm... three things. One, why do you use Google Docs as your hosting site? Two, why do you list minor changes as major ones? Adding more doors would be classified as 1.1, not 2.0. Third, please, if you want anyone to regard your mod at all, add some screenshots.
- Fri May 24, 2013 4:56 am
- Forum: Mod Development
- Topic: [SOLVED] Weapons help
- Replies: 5
- Views: 4440
[SOLVED] Weapons help
I've been coding quite a few custom weapons but I've never quite figured out how to do custom art. I've tried for days now and need some help. The issue I'm having is that my custom weapon art is not showing up at all. It just shows up as a basic laser. The Wildfire Blast is what I'm having trouble ...
- Wed May 22, 2013 4:04 pm
- Forum: Mod Development
- Topic: Need some help with augments
- Replies: 3
- Views: 3223
Re: Need some help with augments
While we have no way of modifying crew abilities, or augment effects, we can modify their values (in some cases, at least), and it seems that in this case we can tweak the augment to work the way you want it to (assuming it's actually coded in the game and works that way, but is commented out, thus...
- Wed May 22, 2013 2:33 pm
- Forum: Mod Development
- Topic: Need some help with augments
- Replies: 3
- Views: 3223
Need some help with augments
I was browsing through the code when I found a whole bunch of unused augments. One of such is this... <augBlueprint name="FLIGHT_SUITS"> <title>Integrated Flight Suits</title> <desc>Crews take half damage when in rooms without oxygen</desc> <cost>80</cost> <rarity>2</rarity> <value>0.5</va...
- Wed May 22, 2013 2:25 pm
- Forum: Tips, Strategy & Guides
- Topic: Airless ship strategy
- Replies: 16
- Views: 18407
Re: Airless ship strategy
Yeah, unfortunately. With level 3 medbay and med-bot dispersal the Crystals still take damage. If anyone has a way around this feel free to share.
- Wed May 22, 2013 1:51 pm
- Forum: Tips, Strategy & Guides
- Topic: Airless ship strategy
- Replies: 16
- Views: 18407
Re: Airless ship strategy
Well, I heard medbots improve with higher level medbay. I'm guessing rank 2+ would do it, combined with reduced asphyxiation damage from crystal men. One easy way to test it is on Engi A ship, rank 3 medbay turn off O2 and see if their life drains on regular crew. I know there is a modder out there...
- Wed May 22, 2013 1:48 pm
- Forum: Working Mods
- Topic: Zaffre's Mods. (News: Blazing Cruiser 1.6)
- Replies: 34
- Views: 57250
Re: Zaffre's Mods. (News: Blazing Cruiser 1.6)
BrenTenkage wrote:uh the weapon isn't working, it look s like a basic laser, but when I try to use it, it crashes the game. might want to fix that
Sorry. It should work now. I updated this at 3 AM when I was tired and disoriented. It should work now
