Search found 661 matches
- Wed Aug 28, 2013 11:58 pm
- Forum: Mod Development
- Topic: Adding new sectors
- Replies: 47
- Views: 25191
Re: Adding new sectors
I am experimenting crashes, everytime i click in the map beacon once i go into a custom sector. The custom sector loads, but it looks like there is a problem with the events since i cant get the beacon map to show up (crashes everytime). Ani ideas? i used the same events from the events.xml.append f...
- Wed Aug 28, 2013 11:51 pm
- Forum: Mod Development
- Topic: Adding new sectors
- Replies: 47
- Views: 25191
Re: Adding new sectors
Sleeper Service wrote:As mentioned, you could try to add the sector multiple times to the list. That should make it appear more often.
Oh well, didnt think in that.. lol.

- Wed Aug 28, 2013 3:11 pm
- Forum: Mod Development
- Topic: Adding new sectors
- Replies: 47
- Views: 25191
Re: Adding new sectors
That worked.. still, it cost me 4 tries until i could get the first custom sector appear..
I supossed there is no way to raise the rarity of sectors??
I supossed there is no way to raise the rarity of sectors??
- Wed Aug 28, 2013 12:26 pm
- Forum: Mod Development
- Topic: Adding new sectors
- Replies: 47
- Views: 25191
Re: Adding new sectors
Hi guys, im having problems trying to add a new sector like Metzelmax did in their mod. I dont have any idea what im doing wrong -> <sectorType name="CIVILIAN"> <sector>CIVILIAN_SECTOR</sector> <sector>ENGI_SECTOR</sector> <sector>ENGI_HOME</sector> <sector>ZOLTAN_SECTOR</sector> <sector>Z...
- Tue Aug 27, 2013 4:17 pm
- Forum: Mod Development
- Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
- Replies: 775
- Views: 487957
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Or just a room with 1x1 size but with the edges in red or something like that (which indicates the size is actually 0x0)
- Mon Aug 26, 2013 8:28 pm
- Forum: Working Mods
- Topic: [Ship][AE] Auto-Cruiser 1.01 & Auto-Constructor 1.0
- Replies: 76
- Views: 90858
Re: [Ship] Auto-Cruiser v.1.0
Really nice splicing job there KartoFlane, nice design and layout. But what can we expect from the king of superluminal LOL :lol: ?, even if i never liked non-tripulated ships, maybe i will try this one, just to make you a little feedback for your great superluminal editor and how saved our lives 8-...
- Mon Aug 26, 2013 2:22 pm
- Forum: Mod Development
- Topic: Multi-skinned races help?
- Replies: 13
- Views: 9150
Re: Multi-skinned races help?
From looking at the xml, it LOOKS like creating new races isn't too hard. I'm pretty sure you can't give them abilities, but you can change their stats otherwise. I might be wrong, but that's what it looks like. I will test this soon, so I will be able to give updates (if I remember :? ). Its have ...
- Sun Aug 25, 2013 11:21 pm
- Forum: Working Mods
- Topic: [SHIP] Vesta class (from Star Trek) [UPDATED for AE]
- Replies: 7
- Views: 11429
Re: [SHIP] Vesta class (from Star Trek)
Nice ship and nice gibs. Are you sure the Vesta class had cloak?? lol. I never read a star trek novel (i just ended in the movies just in the year 2379 - 2380) , but it looks like a bit odd.
- Sun Aug 25, 2013 11:17 pm
- Forum: Working Mods
- Topic: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18/08
- Replies: 175
- Views: 151293
Re: [Ships/Weapons/Drones/Events] Omicron Dynasty Updated 18
I didnt mean to add a new playable sector (making 9 playable sectors in total) , i was just trying to add a new sector to be available when you jump to another sector. That should not be so hard to do, but i didnt have luck so far. I tried looking at other mods, but still it looks like it doesnt wor...
- Sun Aug 25, 2013 2:55 pm
- Forum: Mod Development
- Topic: [Tutorial] New Guide on creating weapons
- Replies: 135
- Views: 96805
Re: New Guide on creating weapons
Very good job there, very well explained. I hope people now doesnt have an excuse for not start modding their own weapons. Again, thanks for this magnificient tutorial Metzelmax!.