Search found 24 matches

by Jonfon
Sun Jan 27, 2013 8:21 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 83014

Re: [Modding]Creating your own weapons

Better yet, check how someone else did. I have a question. How can firing speed be altered? Or the projectile speed? <speed> and <cooldown> in blueprints.xml, I believe. (<time> in projectile animations is just the animation speed of the projectile sprite itself, if it's one that changes in flight)...
by Jonfon
Fri Jan 25, 2013 6:26 pm
Forum: Working Mods
Topic: [MOD] Rebel Flagship Prototype
Replies: 52
Views: 71230

Re: [MOD] Rebel Flagship Prototype

Still borked. I think the reason is the image depth of the Floor PNG (8 bit as oppose to the required 32). Forgive me for being a bit of a noob, but how does one change a file from 8 bit to 32 bit? If you're using GIMP then Image > Mode > RGB should do here. Here's a quick one I did. I just opened ...
by Jonfon
Thu Jan 24, 2013 9:57 pm
Forum: Working Mods
Topic: [SHIP] Klingon Bird-of-Prey (updated 20-02-13)
Replies: 18
Views: 26964

Re: [SHIP] Klingon Bird-of-Prey

They have a disruptor or something that comes out of the front in the movies...this big orange/yellow energy ball. Isn't the ball a torpedo of some sort? The Disruptors are their shooty laser things, they have laser versions called cannons and beam-style ones as well. Mostly Birds of Prey have the ...
by Jonfon
Thu Jan 24, 2013 2:46 pm
Forum: Working Mods
Topic: [SHIP] The Viper
Replies: 50
Views: 85003

Re: [SHIP] The Viper

I love this ship, it appeals to my sadistic "Slow painful crew death" side. As noted above the fun really starts once you get Sensors 2 installed and can see the firestorm ravage their ship. Once I realised that the best approach was to Cannon different systems each time to increase the ch...
by Jonfon
Thu Jan 24, 2013 2:35 pm
Forum: Mod Development
Topic: [TUTORIAL] Creating Player Ships with FTLEdit
Replies: 37
Views: 35999

Re: [TUTORIAL] Creating Player Ships with FTLEdit

What was happening is that the game started fine, every other ship works fine, but as soon as I select the one I've made in the hangar, the game just crashes with no errors. I sent the FTL file to alextfish, and he emailed back saying that even he's having some trouble figuring it out. The files i ...
by Jonfon
Thu Jan 24, 2013 1:56 pm
Forum: Mod Development
Topic: New Races
Replies: 7
Views: 4480

Re: New Races

This is pretty much what I did with my robotics cruiser. Set Crew to 0 initially and use the Ghost already in game to represent Holograms and add them via a starting evening in events.xml. Once the ship starts with 0 crew it is counted forever more as an AI ship so all stations are manned, you canno...
by Jonfon
Thu Jan 24, 2013 1:23 pm
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 38666

Re: [Mod][Wip] Robotic Cruiser v0.4

I like how you changed slug b, but couldn't you put it in a different mod? Too many people won' t hear about it, I feel. I could indeed. I didn't feel like I changed enough to warrant and entirely new mod, it's just a showcase for some weapons I messed around with really. If I can come up with more...
by Jonfon
Wed Jan 23, 2013 12:54 pm
Forum: Working Mods
Topic: [MOD] Rebel Flagship Prototype
Replies: 52
Views: 71230

Re: [MOD] Rebel Flagship Prototype

Still borked. I think the reason is the image depth of the Floor PNG (8 bit as oppose to the required 32).
by Jonfon
Wed Jan 23, 2013 11:41 am
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 38666

Re: [Mod][Wip] Robotic Cruiser v0.4

I'd guess that my Holographic event at the start of the initial sector overwrites the change the Disable Fleet is using.

I'll have a look and see if I can do something about it.
by Jonfon
Tue Jan 22, 2013 11:41 pm
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 38666

Re: [Mod][Wip] Robotic Cruiser v0.2

Ah, but I need the name to be unique as well since that's my test to fire off events which generate extra crew on Sector exit and the start of the game. So if I change the Name to REPAIR_ARM or whatever then all repair arms will trigger that event, sadly. I can't think of any way to create a rename...