Search found 183 matches
- Thu Feb 14, 2013 4:58 pm
- Forum: Mod Development
- Topic: [Coding help?]Shutting down enemy systems
- Replies: 1
- Views: 2174
Re: [Coding help?]Shutting down enemy systems
There's one Rock event where this kind of thing is done. It's in events_rock.xml and looks like this: <status type="divide" target="enemy" system="engines" amount="2"/> So in theory it ought to be possible to make a bunch of encounter events offer a blue optio...
- Thu Feb 14, 2013 4:46 pm
- Forum: Mod Development
- Topic: [MOD][WIP] FTL: Overdrive
- Replies: 421
- Views: 292671
Re: [MOD][WIP] FTL: Overdrive
That's exciting to see! Keep it up!
If you want any help distilling the list of features down into an object design spec, or some other design tasks, let me know.
If you want any help distilling the list of features down into an object design spec, or some other design tasks, let me know.
- Wed Feb 13, 2013 2:41 pm
- Forum: Mod Development
- Topic: Is there a way to change the fight mechanics?
- Replies: 1
- Views: 2076
Re: Is there a way to change the fight mechanics?
No way to do that at the moment. It's tricky to figure out how to do it, but FTL Overdrive is hoping to.
- Mon Feb 11, 2013 5:20 pm
- Forum: Mod Development
- Topic: [REQUEST] Slave I
- Replies: 5
- Views: 4835
Re: [REQUEST] Slave I
Superluminal , the new editor on the block, definitely sounds like it's a lot easier to use than the other options. There's also my tutorial, linked from my sig. Several of the steps will be a lot easier using Superluminal than using FTLEdit - step 7 in particular I think Superluminal does all for ...
- Mon Feb 11, 2013 2:35 pm
- Forum: Working Mods
- Topic: [SHIP] My first ship. The C-1092
- Replies: 10
- Views: 19284
Re: [SHIP] My first ship. The C-1092
An alternate version has been made. I took out the human. Also, I don't know how to fix that door issue I will try to check it. Just a note. In my Starcraft mod there are three teleporter-focused ships: the Medivac, the Overlord and the Warp Prism. The Overlord has 3 Mantis and a Slug, and a 6 (!) ...
- Mon Feb 11, 2013 1:59 pm
- Forum: Mod Development
- Topic: [Modding] R&D and current findings
- Replies: 134
- Views: 111317
Re: [Modding] R&D and current findings
anyone know if you can change the game parameters for having crew (e.g. make it so you dont need any crew at all) thus making it you only lose when you die? I believe the only way to do this is to start a ship off with no crew. (You could have the first event at the start beacon add several crew an...
- Mon Feb 11, 2013 1:57 pm
- Forum: Mod Development
- Topic: [MOD][WIP] FTL Infinite Space
- Replies: 1049
- Views: 1096517
Re: [MOD][WIP] FTL Infinite Space
FWIW, I love hi-res backgrounds, I always play with them included, and I'd be very happy to see any mod include hi-res backgrounds (as long as the original mod's author is OK with them being included).
- Mon Feb 11, 2013 1:18 pm
- Forum: Working Mods
- Topic: [MOD] Starcraft Conversion v0.5: 18 new ships!
- Replies: 58
- Views: 119047
Re: [MOD] Starcraft Conversion v0.5: 18 new ships!
Thanks for the mirror. Toothycat.net is pretty reliable - it's run by a close friend of mine and hosts a number of artists' websites, so it can handle some pretty intensive traffic - but it's always fine to have other mirrors. (I'm not very keen on BayFiles, but whatever.) Thanks for zipping them up...
- Fri Feb 08, 2013 5:12 pm
- Forum: Mod Development
- Topic: More than 8 crew?
- Replies: 3
- Views: 3152
Re: More than 8 crew?
Nice thought! 

- Wed Feb 06, 2013 5:36 pm
- Forum: Working Mods
- Topic: UP (Under Powered) Ship Challenge!
- Replies: 12
- Views: 9399
Re: UP (Under Powered) Ship Challenge!
So what ships was the original idea here meant to be done with? The 18 base ships? But then why is this in the mods forum? A modded ship? But the points system seems to benefit starting with more on your ship, not less. What behaviour are you trying to encourage in an UP ship challenge? Presumably, ...