Search found 35 matches

by ApexMods
Sat Jul 23, 2016 2:07 pm
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 15
Views: 33447

Re: FTL : SUPREMACY

Wow, thanks a ton for your feedback and efforts, Biohazard et al! Sorry for the late reply guys, but I'm busy almost 24/7 with some very(!) unfortunate stuff IRL. Hopefully, I'll get through this serious #%%$ somehow and will once again find the time to get back to this (keeping my fingers crossed h...
by ApexMods
Mon Jul 04, 2016 10:23 am
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 15
Views: 33447

Re: FTL : SUPREMACY

New version (v0.2.0) available. Miscellaneous additions, changes, and fixes (details in opening post changelog). Hope you enjoy!

Download: http://www.moddb.com/mods/ftlsupremacy/downloads/ftlsupremacy-v020
by ApexMods
Sat Jul 11, 2015 9:11 pm
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 15
Views: 33447

Re: FTL : SUPREMACY

I really don't like Drones for the same reason I don't like Missile weapons. Limited ammo. If you have to rely on limited ammo, you'll quickly encounter a situation where you'll be down to one rocket or Drone and it misses or gets blown up and you become totally screwed. All ships have a similar pl...
by ApexMods
Sun Jul 05, 2015 5:44 am
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 15
Views: 33447

Re: FTL : SUPREMACY

The next version (v0.1.2) with miscellaneous fixes, changes, and additions is now available for download. Please check the changelog in the updated opening post for details. Finally got some time to address Styles' points and try to explain some of the things I'm aiming for with the mod. 1) OP Ships...
by ApexMods
Tue Jun 23, 2015 6:45 am
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 15
Views: 33447

Re: FTL : SUPREMACY

Thanks for the video run and your detailed feedback. Very much appreciated!

I implemented some changes and fixes in the new v0.1.1 release (see updated opening post). Currently busy with RL work, but will respond in more detail once I find more time. Again, many thanks!
by ApexMods
Thu Jun 18, 2015 9:17 pm
Forum: Working Mods
Topic: FTL : SUPREMACY
Replies: 15
Views: 33447

FTL : SUPREMACY

INTRODUCTION This FTL mod is a work in progress - originally on a much larger scale, but the release of the game's Advanced Edition DLC changed so many things that I had to start from scratch. For now, it is far from complete (think early access, but completely stable, fully playable, and largely b...
by ApexMods
Wed Oct 30, 2013 10:37 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 777
Views: 358673

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Quick feedback. In-dev version works great, doors don't drive me insane anymore, and the option to manually alter/fix room IDs in-editor is a very welcome addition for me. Thanks a lot, kartoFlane. Simply brilliant! :)
by ApexMods
Tue Oct 22, 2013 11:00 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 777
Views: 358673

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

The door issue? You mean where if you use them as portals the pathing gets nutty? Not exactly. It's just a bug with the editor that causes doors to link to wrong rooms sometimes, for whatever reason. The crew walking funny is how FTL itself handles their movement, the editor can't help with that. I...
by ApexMods
Tue Oct 22, 2013 10:52 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 44588

Re: [Tool] FTL Error Checker - v 0.98

In other news, my IDE tried to sabotage the checker's development by wiping my source code clean for no reason whatsoever... Managed to recover it completely, but fun times were had, nonetheless. Sorry to hear about the IDE pains, kartoFlane. I can somewhat relate to the "fun times"; mana...
by ApexMods
Tue Oct 22, 2013 10:26 pm
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 748
Views: 1187288

Re: Slipstream Mod Manager v1.4 (2013-09-20)

If you're clicking on a mod *before* its embedded description has been collected (which is the slow part actually, not the hashing, but again they're both background tasks), the mod will have no description *at that moment*, and generating that error message will cause the lag (I do need to fix tha...