Search found 17 matches

by AgentTHeKat
Mon Sep 23, 2019 4:19 am
Forum: Mod Development
Topic: The Shipyard
Replies: 295
Views: 173227

Re: The Shipyard

Well, I realize the forums aren't too active these days, but I'm still gonna post stuff here every once in a while in case someone wants something that I make. As always, anything I post is free for anyone to use as long as you like, let me know or something, discord in signature. Oh, yeah, it's the...
by AgentTHeKat
Thu Jul 25, 2019 1:01 am
Forum: Mod Development
Topic: How to increase the evade rate to 100 or more without stealth?
Replies: 5
Views: 1736

Re: How to increase the evade rate to 100 or more without stealth?

You can't make new augment functions using xml modding. You'd need to actually, you know, program code. You could always add more possible levels to engines Beams never miss, they will always hit, even when cloaked without crew on the enemy ship. Evade rates above 100, as far as I know, work exactly...
by AgentTHeKat
Tue Jul 23, 2019 9:24 am
Forum: Working Mods
Topic: [AE][SHIP] The Nilam
Replies: 2
Views: 1147

Re: [AE][SHIP] The Nilam

Looks really good for a first splice! Or at least, I'm assuming its your first ship since its your first mod. I've got a few questions: 1. Is it gibbed? (does it have the explody bits when it explodes?) 2. where can I play it? On another note, I'd be happy to fix up a few problem spot for the shadin...
by AgentTHeKat
Tue Jul 23, 2019 9:03 am
Forum: Mod Development
Topic: Need a help
Replies: 1
Views: 1317

Re: Need a help

There's actually already a mod very similar to yours that has been around for a long time called Stations Jobs. What you're suggesting is stations jobs except much more in depth and adding more content. Coincidentally, I happened to find the station sprites in this mod, with the exception of rock a...
by AgentTHeKat
Mon Jul 08, 2019 11:27 pm
Forum: Mod Development
Topic: The Shipyard
Replies: 295
Views: 173227

Re: The Shipyard

I would like to say, that the "Hawk" or any of the other Federation warships that are shown in the background are not to scale with the Osprey. Finally, someone gets it. That being said, it is a little suspicious that the fleet ships are almost exactly 1/4 the length of the cruisers. A lo...
by AgentTHeKat
Fri Jul 05, 2019 4:08 am
Forum: Working Mods
Topic: Very nice and green mod.
Replies: 1
Views: 1053

Very nice and green mod.

Yes. Good mod. Very nice and green. You should play green mod. https://cdn.discordapp.com/attachments/350683759777021962/596550914156920841/GREEN_mod.ftl <--- download green mod. very worth it. 8-) (thumbs up) Some weird has stormed into the hangar and replaced The Kestrel with a giant comglomoratio...
by AgentTHeKat
Wed Jul 03, 2019 4:53 pm
Forum: Mod Development
Topic: Custom Ship Hulls?
Replies: 5
Views: 3765

Re: Custom Ship Hulls?

I know that this is a month old thread but it never got a response. Do you use the same program to rework already existing ships? GIMP (Gnu Image Manipulation Program) can be used for all of your FTL sprite making needs. It can be used for splicing (taking parts from different ships and putting toge...
by AgentTHeKat
Wed Jul 03, 2019 4:29 pm
Forum: Mod Development
Topic: Scaled down enemy Cruisers
Replies: 2
Views: 1517

Re: Scaled down enemy Cruisers

I'm sure SOMEONE would want it 8-)
by AgentTHeKat
Wed Jul 03, 2019 1:03 pm
Forum: Mod Development
Topic: The evergrowing overhaul pool
Replies: 2
Views: 1784

Re: The evergrowing overhaul pool

I still don't agree with somefederationperson being a founder and not me. Both of us or neither.
by AgentTHeKat
Wed Jul 03, 2019 12:59 pm
Forum: Mod Development
Topic: Hull image not showing up on superluminal
Replies: 3
Views: 1649

Re: Hull image not showing up on superluminal

I've had the same issue with gibs before. I have found 2 fixes, a both hotfixes, neither of which work very well. ONE: Make slight edits to the image (add more transparent space on the image, i.e. 1 pixel at a time, rename) and pray it'll work one time you do it TWO: reinstall SL2. It's the fix-all ...