Search found 10 matches

by aedyr
Sun Sep 30, 2012 9:24 pm
Forum: Working Mods
Topic: [MOD] Disable Fleet (FTL file)
Replies: 64
Views: 250396

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...
by aedyr
Fri Sep 28, 2012 7:12 pm
Forum: Tips, Strategy & Guides
Topic: [Spoiler] FTL Profile Editor v11 - Unlock ships, keep stats
Replies: 57
Views: 167028

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.
by aedyr
Wed Sep 26, 2012 7:54 pm
Forum: Working Mods
Topic: [MOD] Disable Fleet (FTL file)
Replies: 64
Views: 250396

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...
by aedyr
Wed Sep 26, 2012 7:13 pm
Forum: Working Mods
Topic: [MOD] Disable Fleet (FTL file)
Replies: 64
Views: 250396

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 ...
by aedyr
Tue Sep 25, 2012 4:52 am
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 903405

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...
by aedyr
Thu Sep 20, 2012 5:56 am
Forum: Working Mods
Topic: [MOD] Disable Fleet (FTL file)
Replies: 64
Views: 250396

[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.
by aedyr
Thu Sep 20, 2012 5:48 am
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 903405

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.
by aedyr
Thu Sep 20, 2012 5:20 am
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 903405

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
by aedyr
Thu Sep 20, 2012 1:21 am
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 903405

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...
by aedyr
Wed Sep 19, 2012 10:15 pm
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 903405

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 ...