Search found 363 matches
- Mon May 13, 2013 1:47 pm
- Forum: Mod Development
- Topic: [MOD]Strange Universe [inDev]--> again Events
- Replies: 4
- Views: 3242
Re: [MOD]Strange Universe [inDev]--> Events
Check also the length of your texts. If it doesn't fit inside one game event screen window thing, it will crash. and yea go through and make sure all your choice and event etc tags have correct nesting
- Sun May 12, 2013 12:05 pm
- Forum: Mod Development
- Topic: [MOD]Strange Universe [inDev]--> again Events
- Replies: 4
- Views: 3242
Re: [MOD]Strange Universe [inDev]--> Events
you have "unrecogniced" instead of "unrecognised" in one of your texts. this wouldn't cause crashes, but needs fixing anyway :D as for actual errors in code: <choice hidden="true"> <text>Engage the ship. You dont have time for this.</text> <ship hostile="true"...
- Fri May 10, 2013 1:04 pm
- Forum: Mod Development
- Topic: [MOD][WIP] Stargate total conversion mod
- Replies: 4
- Views: 4033
Re: [MOD][WIP] Stargate total conversion mod
try to limit yourself to using 1x2, 2x1 and 2x2 rooms, unless you're going to change completely how the no-oxygen graphics are displayed, you'll have incorrect striping otherwise.
- Fri May 10, 2013 1:02 pm
- Forum: Mod Development
- Topic: HELP NEEDED: Augmentation modding
- Replies: 3
- Views: 3910
Re: HELP NEEDED: Augmentation modding
<bp> is just a refence value for the devs concerning how powerful something is. e.g. if you look at weapons, you'll notice the stronger ones have higher bp, and vice versa. it doesn't do anything ingame as far as anyone's been able to tell
- Thu May 09, 2013 1:54 pm
- Forum: Mod Development
- Topic: [MOD][WIP] FTL: Overdrive
- Replies: 421
- Views: 294145
Re: [MOD][WIP] FTL: Overdrive
For beacons/events, here's a few things I'd like to see: 1. store customisation - able to set which categories appear, possibly specific items, custom prices on repairs/fuel/ammo, custom buyback % prices? so some stores are more expensive but also pay more? 2. beacon persistance - the option to set ...
- Tue May 07, 2013 10:26 am
- Forum: Mod Development
- Topic: [MOD][WIP] FTL: Overdrive
- Replies: 421
- Views: 294145
Re: [MOD][WIP] FTL: Overdrive
I'd prefer all beam effects to be per-tile, that seems to make more sense. If you go across 3 tiles of a room, that should hurt just the same as going across a corner and clipping 3 rooms. Also, not sure how possible this would be to implement, but how about beam effect based on how much of a room y...
- Sun May 05, 2013 8:19 pm
- Forum: Mod Development
- Topic: Help Needed
- Replies: 6
- Views: 3912
Re: Help Needed
firstly, make sure you've named it sector_data.xml.append - don't forget append on the end
secondly, try just adding your event to the bottom of the list of event names, instead of removing them all.
if that works, then remove them 1 by 1 from the bottom until it stops working.
secondly, try just adding your event to the bottom of the list of event names, instead of removing them all.
if that works, then remove them 1 by 1 from the bottom until it stops working.
- Sun May 05, 2013 11:06 am
- Forum: Mod Development
- Topic: Calling all modders
- Replies: 109
- Views: 61280
Re: Calling all modders
they stoled my idea :x
- Sat May 04, 2013 11:10 pm
- Forum: Mod Development
- Topic: Ship creation- help needed!
- Replies: 14
- Views: 8120
Re: Ship creation- help needed!
Also make sure your images are all saved as 32-bit PNGs. Not 24-bit PNGs and not any other format, because PNG-32 is the only type that the game will accept and render as images.
- Sat May 04, 2013 9:17 pm
- Forum: Mod Development
- Topic: Help Needed
- Replies: 6
- Views: 3912
Re: Help Needed
Firstly, it should be <event load="NAME"/> in all places instead of <event load="NAME"> i.e. don't forget the / Secondly, you cannot do this: <event> <event load="NAME"/> </event> Instead you must do this: <event> <choice> <event load="NAME"/> </choice> </event>