Search found 363 matches

by DryEagle
Sat May 04, 2013 9:12 pm
Forum: Mod Development
Topic: Calling all modders
Replies: 109
Views: 48533

Re: Calling all modders

I think we can have something a bit more classy than that...
now here's some proper music for tense strategic combat: https://www.youtube.com/watch?v=vg1xlLufxIU
by DryEagle
Sat May 04, 2013 9:09 pm
Forum: Mod Development
Topic: Artillery Weapons
Replies: 22
Views: 11195

Re: Artillery Weapons

Last time I tried it I remember the artillery chargeup bar being overlapped by one of the other systems. Though as you say it could be down to the specific number of weapon/drone slots...
by DryEagle
Fri May 03, 2013 11:20 am
Forum: Mod Development
Topic: Ship creation- help needed!
Replies: 14
Views: 6391

Re: Ship creation- help needed!

I also recommend paint.net - gimp is ok if you're on linux and don't have other options, but personally I've always found it very clunky to use.
by DryEagle
Thu May 02, 2013 3:11 pm
Forum: Mod Development
Topic: Artillery Weapons
Replies: 22
Views: 11195

Re: Artillery Weapons

Don't forget the UI wasn't designed to have both artillery and cloak on one ship. If you put them on together, parts of the UI will overlap, which is just terrible, so try to avoid it.
by DryEagle
Wed May 01, 2013 11:03 am
Forum: Mod Development
Topic: Artillery Weapons
Replies: 22
Views: 11195

Re: Artillery Weapons

it's worth noting that you can place multiple artillery rooms on a player ship, but only the first one will be the one which controls the other weapon. the other rooms will do nothing, and taking system damage on them won't affect your artillery.
by DryEagle
Wed May 01, 2013 11:01 am
Forum: Mod Development
Topic: Calling all modders
Replies: 109
Views: 48533

Re: Calling all modders

sorry i've been studying for exams (nuclear physics ain't easy) so haven't had too much time for this. mostly just working out the various stats and putting them into actual files, as you saw with the weapon stats posted earlier. the ships are a relatively easy thing because, well, there's only so m...
by DryEagle
Tue Apr 30, 2013 11:37 pm
Forum: Mod Development
Topic: Doors to new ships
Replies: 2
Views: 1485

Re: Doors to new ships

edit your shipname.txt file manually.
you can set which 2 rooms a door connects.
set one of those to -1 and blammo, airlock
by DryEagle
Tue Apr 30, 2013 4:41 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 248740

Re: [MOD][WIP] FTL: Overdrive

For augments, why not have a 2 tier system: for the regular folk, just have a list of attributes that they can change, and allow people to customise augments as needed. plugins can be used to add to the list of attributes for those who really need something extra. So you would have a default list of...
by DryEagle
Tue Apr 30, 2013 4:28 pm
Forum: Mod Development
Topic: Calling all modders
Replies: 109
Views: 48533

Re: Calling all modders

I initially thought it could be someone throwing out a net, but that wouldn't work the way the crystal lockdown graphic is done. Smoke is more viable, but then it wouldn't make any sense since you'd have people... shooting/swording at smoke? to enter/leave a room? that makes no sense either. plus it...
by DryEagle
Mon Apr 29, 2013 10:31 am
Forum: Mod Development
Topic: I need some help.
Replies: 23
Views: 8905

Re: I need some help.

The "7 frames" thing was not meant to be precise. It was something between 5 and 9, I don't remember exactly. The point is, the game only works with certain numbers of frames in the "charging" section, and not others. The same goes for firing. I think something like: 1 uncharged ...