[SHIP] The Scarab

Distribute and discuss mods that are functional. Moderator - Grognak
Fiontan
Posts: 1
Joined: Wed Feb 27, 2013 9:33 pm

Re: [SHIP] The Scarab

Postby Fiontan » Wed Feb 27, 2013 9:43 pm

I love this ship i adspecially love the rail gun if i could i would put at least 2 on every ship in the fleet i just wish you could buy them in store and if you can i wish my luck would allow me to.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [SHIP] The Scarab

Postby Vhati » Sat Mar 02, 2013 6:13 am

Invalid XML

Scarab.ftl
data/blueprints.xml.append
  • <short...>...</title>
  • <!-- There should be no dashes that touch other dashes in comments. -->
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] The Scarab

Postby DryEagle » Sat Mar 02, 2013 9:17 am

yea the short thing is a typo but apparantly it doesn't actually matter since the weapon still entirely works
and the dashes thing is directly copied from the stock game blueprint so i wouldn't worry about it
All ships I have created include custom weapons, graphics etc:
Image
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jokersc849
Posts: 1
Joined: Mon Mar 18, 2013 2:07 am

Re: [SHIP] The Scarab

Postby jokersc849 » Mon Mar 18, 2013 2:13 am

you have some really great mods and i really want to start making custom ships, what program are you using to make them. it would be cool if you link it but just naming it is fine. thx
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] The Scarab

Postby DryEagle » Mon Mar 18, 2013 5:33 am

The best (in my opinion) ship editor available now is Superluminal.
That being said, I do 90% of the work in notepad just editing the numbers by hand.
For graphics I use paint.net
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
ImplacableTardigrade
Posts: 15
Joined: Sun Apr 07, 2013 10:27 pm

Re: [SHIP] The Scarab

Postby ImplacableTardigrade » Fri Apr 12, 2013 4:18 am

I'm not sure if you're still around, but in the late game while playing Scarab the game crashes instantly, losing all progress.
Always during combat.

Version = 1.03.1

Stack Trace:

1 - 0x004c1f62
2 - 0x0041aaa1
3 - 0x004ca63b
4 - 0x004cf401
5 - 0x004086f9
6 - 0x00490bbb
7 - 0x00404780
8 - 0x00406aba
9 - 0x00407379
10 - 0x005d5ceb
11 - 0x005d5da8
12 - 0x005d5676
13 - 0x004010b6
14 - 0x00401128
15 - 0x74f033aa BaseThreadInitThunk
16 - 0x77319ef2 RtlInitializeExceptionChain


Version = 1.03.1

Stack Trace:

1 - 0x004c1f62
2 - 0x0041aaa1
3 - 0x004ca63b
4 - 0x004cf401
5 - 0x004086f9
6 - 0x00490bbb
7 - 0x00404780
8 - 0x00406aba
9 - 0x00407379
10 - 0x005d5ceb
11 - 0x005d5da8
12 - 0x005d5676
13 - 0x004010b6
14 - 0x00401128
15 - 0x75d433aa BaseThreadInitThunk
16 - 0x77e99ef2 RtlInitializeExceptionChain


--EDIT--
Just happened again. Was playing scarab, Railgun on auto fire while I dealt with some intruders, then the game just closed. No explanation given.

Version = 1.03.1

Stack Trace:

1 - 0x004c1f62
2 - 0x0041aaa1
3 - 0x004ca63b
4 - 0x004cf401
5 - 0x004086f9
6 - 0x00490bbb
7 - 0x00404780
8 - 0x00406aba
9 - 0x00407379
10 - 0x005d5ceb
11 - 0x005d5da8
12 - 0x005d5676
13 - 0x004010b6
14 - 0x00401128
15 - 0x75d433aa BaseThreadInitThunk
16 - 0x77e99ef2 RtlInitializeExceptionChain

They all appear to be the same error message, though as to what it might mean (Or if it even relates to your ship) is beyond me.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] The Scarab

Postby DryEagle » Fri Apr 12, 2013 8:59 am

The ship was developed in version 1.03.1 so that wouldn't be it.
Are you running any other mods alongside it? Try running it separately on clean dat files and see if you still get this issue.
All ships I have created include custom weapons, graphics etc:
Image
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User avatar
Ora_unit_SR388
Posts: 193
Joined: Fri Apr 12, 2013 2:41 pm

Re: [SHIP] The Scarab

Postby Ora_unit_SR388 » Tue Apr 16, 2013 2:55 pm

Pure awesome. Love this ship
ImplacableTardigrade
Posts: 15
Joined: Sun Apr 07, 2013 10:27 pm

Re: [SHIP] The Scarab

Postby ImplacableTardigrade » Sat Apr 20, 2013 3:09 am

Forgive me, but out of curiosity how would one add another weapon (Namely you included railgun) to the ship from the start? So that there would be two railguns? I attempted to just copy and paste the line
<weaponList count="1" missiles="0">
<weapon name="LASER_RAILGUN" />

(With weaponlist count changed to 2) in notepad, but that did not work. What else would I have to do? Or do I need more programs?
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] The Scarab

Postby DryEagle » Sat Apr 20, 2013 10:18 am

you have to change this part:

Code: Select all

  <weaponList count="1" missiles="0">
    <weapon name="LASER_RAILGUN" />
  </weaponList>

to instead say this:

Code: Select all

  <weaponList count="2" missiles="0">
    <weapon name="LASER_RAILGUN" />
    <weapon name="LASER_RAILGUN" />
  </weaponList>

just do bear in mind that the ship is already pretty stronk and this will just unbalance it further ;)
and don't forget to make suitable power adjustments (unless you want the 2nd one to be unlocked later when the player has more cash available)
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage