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
Search found 363 matches
- Sat May 04, 2013 9:12 pm
- Forum: Mod Development
- Topic: Calling all modders
- Replies: 109
- Views: 64207
- Sat May 04, 2013 9:09 pm
- Forum: Mod Development
- Topic: Artillery Weapons
- Replies: 22
- Views: 14701
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...
- Fri May 03, 2013 11:20 am
- Forum: Mod Development
- Topic: Ship creation- help needed!
- Replies: 14
- Views: 8490
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.
- Thu May 02, 2013 3:11 pm
- Forum: Mod Development
- Topic: Artillery Weapons
- Replies: 22
- Views: 14701
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.
- Wed May 01, 2013 11:03 am
- Forum: Mod Development
- Topic: Artillery Weapons
- Replies: 22
- Views: 14701
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.
- Wed May 01, 2013 11:01 am
- Forum: Mod Development
- Topic: Calling all modders
- Replies: 109
- Views: 64207
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...
- Tue Apr 30, 2013 11:37 pm
- Forum: Mod Development
- Topic: Doors to new ships
- Replies: 2
- Views: 2054
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
you can set which 2 rooms a door connects.
set one of those to -1 and blammo, airlock
- Tue Apr 30, 2013 4:41 pm
- Forum: Mod Development
- Topic: [MOD][WIP] FTL: Overdrive
- Replies: 421
- Views: 304763
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...
- Tue Apr 30, 2013 4:28 pm
- Forum: Mod Development
- Topic: Calling all modders
- Replies: 109
- Views: 64207
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...
- Mon Apr 29, 2013 10:31 am
- Forum: Mod Development
- Topic: I need some help.
- Replies: 23
- Views: 12358
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 ...