Search found 118 matches

by Levgre
Sat Sep 13, 2014 9:43 am
Forum: Working Mods
Topic: Levgre's gameplay overhaul mod
Replies: 2
Views: 2718

Re: Levgre's gameplay overhaul mod

I just wanted to give you some encouragement and say that your ideas and goals are well thought out and you have an interesting concept. I can't imagine playing this mod without pausing... :twisted: I definitely like the idea of the weapons have more fire and breach effects, I'll have to see how ha...
by Levgre
Sat Sep 13, 2014 7:04 am
Forum: Working Mods
Topic: Levgre's gameplay overhaul mod
Replies: 2
Views: 2718

Levgre's gameplay overhaul mod

This mod is in very rough beta, I finally got things working and starting playtesting and balancing today. Regardless, it is functional (with a few caveats). I have not modded AE content yet, so play vanilla. It won't take long to do, I've gone through the .xml editing process already, but I'm focus...
by Levgre
Sat Sep 13, 2014 4:20 am
Forum: Mod Development
Topic: Levgre's gameplay overhaul mod
Replies: 11
Views: 4650

Re: Levgre's gameplay overhaul mod

It appears defense drones don't reset cooldown when you power them down, or if they die. It also seems the cooldown doesn't even count down, unless they are active. If so that's good news, will have to keep an eye on their behavior.
by Levgre
Sat Sep 13, 2014 3:24 am
Forum: Mod Development
Topic: Levgre's gameplay overhaul mod
Replies: 11
Views: 4650

Re: Levgre's gameplay overhaul mod

The Ion III is much more accessible now than before (15 scrap), it may have been OP but but just didn't fit the 'vanilla meta' so to speak, of bursting BL2s and Flaks. It certainly made an Engi A game pretty breezy until hard mode. The 20% stun is added value. I actually tried it at 3 seconds but th...
by Levgre
Sat Sep 13, 2014 2:55 am
Forum: Mod Development
Topic: Levgre's gameplay overhaul mod
Replies: 11
Views: 4650

Re: Levgre's gameplay overhaul mod

Update post: Got things working as slipstream mod https://www.dropbox.com/s/6seporzazb5i5ja/LLL.ftl?dl=0 Changes thus far: Cooldown of weapons have been squeezed into a 9-14 second window(1 weapon is at 15). This should make battles more hectic, and combat progressively more explosive as the game pr...
by Levgre
Fri Sep 12, 2014 9:49 pm
Forum: Mod Development
Topic: Levgre's gameplay overhaul mod
Replies: 11
Views: 4650

Re: Levgre's gameplay overhaul mod

Yup, got that advice in the slipstream thread, haven't used .zip in nearly a decade. Basically forgot about its existence.
by Levgre
Fri Sep 12, 2014 6:29 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1272
Views: 451525

Re: Questions here: an inquiry thread!

Is there a tutorial for modding enemy ships, specifically their blueprints lists?

I'm wondering what determines how 'many' weapons they have, and if you just have a blueprints list of 1 weapon, will it just repeatedly pick that weapon, say 4 times if the ship has 4 weapons?
by Levgre
Fri Sep 12, 2014 5:33 pm
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 748
Views: 1250609

Re: Slipstream Mod Manager v1.4 (2013-09-20)

My mod won't work/validate, although it doesn't crash the game. I guess it's not even applied? I'm a bit perplexed because the instructions seem pretty straight forward. Change .rar extension to .ftl, change .xml to .xml.append. Have it in the "data" folder. There shouldn't be any syntax e...
by Levgre
Fri Sep 12, 2014 5:08 pm
Forum: Mod Development
Topic: Levgre's gameplay overhaul mod
Replies: 11
Views: 4650

Re: Levgre's gameplay overhaul mod

I think what you're doing is, you're naming things as blueprints.xml and animations.xml, when they should be named blueprints.xml.append and animations.xml.append. With the .append suffix, SMM will recognize those better and patch them into the existing archive, rather than completely overwrite it....
by Levgre
Fri Sep 12, 2014 8:28 am
Forum: Mod Development
Topic: Levgre's gameplay overhaul mod
Replies: 11
Views: 4650

Re: Levgre's gameplay overhaul mod

Note post on mod goals/changes: Distinct alterations to combat in different sectors, requiring different strategies 6+ mantis boarders in Mantis sectors, making Aspyhixiation not as plausible as a defense against boarding. Pushes the use of the much buffed bombs that can target friendly rooms (or re...