Search found 792 matches

by RAD-82
Fri Sep 18, 2020 2:29 pm
Forum: Working Mods
Topic: [MOD] FTL: Extended vAE.1.1
Replies: 8
Views: 50426

Re: [MOD] FTL: Extended vAE.1.1

hey, this is super old but im playing with this mod (as well as the lanius invasion and disable fleet addons for it) and i just got an event that was cut from the game (the one mentioning wisps of light coming towards your ship). was this intended? the boarders just spawned as humans. It appears I ...
by RAD-82
Sat Aug 22, 2020 8:12 am
Forum: Working Mods
Topic: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.11.1 [The Equipment Update Part 1]
Replies: 144
Views: 57322

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.5.3 [The Shell Update; Part 3]

Also, the fire beam seems to only penetrate 2 shields, even though the weapon description says it can penetrate 3. That is an issue with how beams can partially pierce shields based on damage. Glaive does 3 damage and can pierce 2 shields for reduced damage. This damage-based piercing is not in the...
by RAD-82
Tue Aug 18, 2020 7:10 am
Forum: Working Mods
Topic: [Ship] Catastrophe vAE.1.1
Replies: 3
Views: 5980

Re: [Ship] Catastrophe vAE.1.1

Ship has been updated. Artillery is too slow early game, making the gameplay feel too much like vanilla FTL, so I buffed the ship and gave it custom weapons. You now have your very own single-shot choatic energy laser so you don't have to wait for the artillery to experience it. I made some other vi...
by RAD-82
Tue Aug 04, 2020 3:30 pm
Forum: Mod Development
Topic: Custom death messages: can I have more than one?
Replies: 2
Views: 860

Re: Custom death messages: can I have more than one?

Do you mean the game over text in text_misc.xml? <text name="gameover_crew">All crewmembers have died. Your ship will continue to drift for eternity. Or until looters destroy it.</text> <text name="gameover_blowup">One last explosion marks your fate as your ship is torn apart.</t...
by RAD-82
Mon Jul 20, 2020 8:01 am
Forum: Working Mods
Topic: [Ship] Delirium Duo vAE.1.1
Replies: 9
Views: 10589

Re: [Ship] Delirium Duo vAE.1.1

Updated to AE.1.1 Almost six years later and I've decided to update this plain and colorful ship. I've improved the starting conditions so you don't have to pay extra for a weak reactor upgrade anymore. The combat drone has been replaced with one of my custom Chaotic Energy drones. It moves slower,...
by RAD-82
Fri Jun 12, 2020 1:25 am
Forum: Mod Development
Topic: KK's Detailed Modding Tutorial
Replies: 18
Views: 19316

Re: KK's Detailed Modding Tutorial

Hello, I'm not really new to modding but FTL is quite tricky. I don't make mods but rather adjust existing ones for myself i.e. numbers, sprites. So I ran into a problem with sprites and I dont quite know what I did wrong or if I didn't do something all together. The sprites I'm talking about are f...
by RAD-82
Mon Jun 08, 2020 3:57 am
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 754
Views: 1367836

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

I'm attempting to change the default names of generated characters in the game. *link removed* is my modfile. I'm not seeing any change - the default names are still being generated. What am I doing wrong? Thank you! You just zipped your .xml file. You need to put your .xml file into a folder calle...
by RAD-82
Fri Apr 10, 2020 4:04 pm
Forum: Working Mods
Topic: [10-in-1 Ship Pack] Holy Crap! vAE.1.1 + 3 bonus artillery-based weapon ships
Replies: 18
Views: 24430

Re: [10-in-1 Ship Pack] Holy Crap! vAE.1.1 + 3 bonus artillery-based weapon ships

A new weapon is floating in space, and it isn't alone. What is scarier than a Burst Laser II? Double Burst Laser II! I wasn't quite sure how to make an effective artillery out of the BL2, so I doubled it instead; more shots instead of faster cooldown. For some unknown reason, I made custom starting ...
by RAD-82
Mon Apr 06, 2020 6:57 am
Forum: Working Mods
Topic: [Ship] Eggcelsior (DIY Easter Egg) vAE.1.3
Replies: 11
Views: 18282

Re: [Ship] Eggcelsior (DIY Easter Egg) vAE.1.3

Updated! Fixed the broken custom artillery cooldown text caused by the FTL 1.6 update, buffed the egg and made it more nutritious (level 2 medbay and nanobots), increased system damage on the egg bomb, made it cheaper to max the teleporter to level 4, and added an event for vanilla stores to install...
by RAD-82
Sat Mar 28, 2020 4:25 pm
Forum: Working Mods
Topic: [10-in-1 Ship Pack] Holy Crap! vAE.1.1 + 3 bonus artillery-based weapon ships
Replies: 18
Views: 24430

Re: [Ship] Holy Crap! vAE.1.1 + Chain Vulcan 900 vAE.1.1 + Flak Gun Mark II Big vAE.1

A new Flakship has entered the battle. Introducing the Flak Gun Mark II Big! (Too big?... I know, it isn't a very good name.) The ship adds an event to the start beacon of vanilla sectors, so overhaul mods are not recommended. This event is important for the master flakker. It's OP, starting with al...