Search found 24 matches

by jonny_AB
Mon Jun 17, 2013 3:28 am
Forum: Working Mods
Topic: [SHIP] Medi Cruiser (WIP) [v0.2_1 updated 16/6/13]
Replies: 54
Views: 29136

Re: [SHIP] Medi Cruiser (WIP) [v0.2_1 updated 16/6/13]

speedoflight, I'm starting to think you didn't even read that quote. In that thread, which I linked purposefully so that you and others may read it , Twinge is suggesting to Matthew that when flying the Federation Cruiser, the cloaking system's rarity should be set to 0. I was not ignoring what you ...
by jonny_AB
Sun Jun 16, 2013 5:35 am
Forum: Working Mods
Topic: [SHIP] Medi Cruiser (WIP) [v0.2_1 updated 16/6/13]
Replies: 54
Views: 29136

Re: [SHIP] Medi Cruiser (WIP) [v0.2c updated 4/6/13]

A quick note: - On the Jenner ship, <droneSlots> is set to 0. I'm not sure if this is supposed to be like this, as I didn't code this ship, Thunderr did. As such, I have no intention to change it. - A direct quote from the from the 1.03.3 bug patch thread found here * If possible, Stealth Weapons sh...
by jonny_AB
Thu Jun 13, 2013 3:52 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7495

Re: Mod Issues

In your ship blueprint, you have the weapon count set as 1; change it to 2 for both weapons to be available (just as an aside, you also have the drones count set to 2, even though you have three drones listed. not sure if this is how you wanted it though.) Then, in animations.xml, you have the <anim...
by jonny_AB
Thu Jun 13, 2013 12:04 am
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7495

Re: Mod Issues

1. Why is your ship blueprint in the animations file?
2. Change <shieldImage>C:\Users...circle_cruiser_shields1.png</shieldImage> to <shieldImage>supernova_shields1</shieldImage>
(apologies if i come off as rude, i really don't mean to be)
by jonny_AB
Fri Jun 07, 2013 9:20 pm
Forum: Working Mods
Topic: [SHIP] Medi Cruiser (WIP) [v0.2_1 updated 16/6/13]
Replies: 54
Views: 29136

Re: [SHIP] Medi Cruiser (WIP) [v0.2c updated 4/6/13]

I didn't know that, so thank you for pointing it out! I'll have to replace another ship then. Hm.
by jonny_AB
Fri Jun 07, 2013 7:48 am
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6634
Views: 3519581

Re: FTL Captains Edition 0.95 [open beta]

2 things:
    1. The scythe beam displays the 'missing graphic' icon when fully charged
    2. I tried out the surrender option for fun. Sooooooooooo much better than I expected :D
by jonny_AB
Fri Jun 07, 2013 5:13 am
Forum: Working Mods
Topic: [SHIP] Medi Cruiser (WIP) [v0.2_1 updated 16/6/13]
Replies: 54
Views: 29136

Re: [SHIP] Medi Cruiser (WIP) [v0.2c updated 4/6/13]

Added it to the OP!
by jonny_AB
Thu Jun 06, 2013 10:44 pm
Forum: Working Mods
Topic: [SHIP] Medi Cruiser (WIP) [v0.2_1 updated 16/6/13]
Replies: 54
Views: 29136

Re: [SHIP] Medi Cruiser (WIP) [v0.2c updated 4/6/13]

I've thought a lot about that actually and while I'm not sure I'd be able to balance it correctly, you are free to create an alternate version! I'll even put a link to it in the OP (without using adfly, of course).
by jonny_AB
Wed Jun 05, 2013 11:04 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 75356

Re: [Modding]Creating your own weapons

For it to be apart of a ship's loadout at start, add it to the ship's blueprints and to the starting weapons list in blueprint.xml.
For it to be purchasable in stores, set the rarity to something other than 0.
For it to be on enemy ships, add it to autoBlueprints.xml.