Search found 10 matches
- Sun Sep 30, 2012 9:24 pm
- Forum: Working Mods
- Topic: [MOD] Disable Fleet (FTL file)
- Replies: 64
- Views: 267083
Re: [MOD] Disable Fleet (FTL file)
(post) It's a valid point, and I appreciate the well thought out ideas to keep things constrained. Unfortunately, I'm not yet at the skill level to do a mod that elaborate. My intent here was just to give a more open-world/exploratory option for myself and anyone else who might want it. However, if...
- Fri Sep 28, 2012 7:12 pm
- Forum: Tips, Strategy & Guides
- Topic: [Spoiler] FTL Profile Editor v11 - Unlock ships, keep stats
- Replies: 57
- Views: 188293
Re: [Spoiler] FTL Profile Editor v6 - Unlock ships, keep sta
So, I got tired of scumming and restarting trying to get the sectors to line up for the Crystal Cruiser. Used v6 of the tool to unlock and worked fine. Thanks for making this.
- Wed Sep 26, 2012 7:54 pm
- Forum: Working Mods
- Topic: [MOD] Disable Fleet (FTL file)
- Replies: 64
- Views: 267083
Re: [MOD] Disable Fleet (FTL file)
So this sets the fleet to be thousands of turns behind yeah? If I change it to -10 or something, will that be 10 turns? Exactly. I think there's another mod floating around that has some different "speeds" to choose from. You could also easily change this one as you suggest; at -10, it sh...
- Wed Sep 26, 2012 7:13 pm
- Forum: Working Mods
- Topic: [MOD] Disable Fleet (FTL file)
- Replies: 64
- Views: 267083
Re: [MOD] Disable Fleet (FTL file)
Moonchild, glad you like it! Interesting. I enabled this in conjunction with a weapon mod, and . . . nothing. This mod changes the START_GAME and START_BEACON events. The way Grognak's tool works, if another mod is changing those same events, there could be a conflict. Do you have a link to the one ...
- Tue Sep 25, 2012 4:52 am
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1059818
Re: Grognak's Mod Manager (v1.3)
v1.3 question regarding zip files. I updated all the GMM files and went into modman.ini and set allowzip to 1. Then just to be sure, I deleted modorder.txt from the mods directory. However, on loading GMM only the FTL files appear. They have the .ftl extension displayed, as advertised, but the zip I...
- Thu Sep 20, 2012 5:56 am
- Forum: Working Mods
- Topic: [MOD] Disable Fleet (FTL file)
- Replies: 64
- Views: 267083
[MOD] Disable Fleet (FTL file)
Disable Fleet - Mediafire
This is a simple .FTL mod for use with Grognak's Mod Manager. It disables fleet pursuit and adds a bit of flavor text at game start.
This is a simple .FTL mod for use with Grognak's Mod Manager. It disables fleet pursuit and adds a bit of flavor text at game start.
- Thu Sep 20, 2012 5:48 am
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1059818
Re: Grognak's Mod Manager
That is strange, since it works on my end. Can you upload your .ftl file? Well, on a whim I rewrote my xml file from scratch. Works perfectly now, as an APPEND file. Some artifact must have crept into my original. Thanks again for helping. And thanks for the tool in general; I think it's very slick.
- Thu Sep 20, 2012 5:20 am
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1059818
Re: Grognak's Mod Manager
Grognak wrote:That is strange, since it works on my end. Can you upload your .ftl file?
Sure thing. Thanks for taking a look.
http://www.mediafire.com/?2h0ye1uxflwclp9
- Thu Sep 20, 2012 1:21 am
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1059818
Re: Grognak's Mod Manager
I'm having a bit of trouble. I used ftldat to deactivate the fleet, using the modifyPursuit tag. I am trying to convert it to a .ftl mod for use with this tool. That's odd. Try removing the space between " and /> on both of the events? If that doesn't work, does it work when you add it and rep...
- Wed Sep 19, 2012 10:15 pm
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1059818
Re: Grognak's Mod Manager
I'm having a bit of trouble. I used ftldat to deactivate the fleet, using the modifyPursuit tag. I am trying to convert it to a .ftl mod for use with this tool. I created events.xml.append as follows: <!-- No Rebel Fleet mod --> <event name="START_GAME"> <text>The data you carry is vital ...