Search found 24 matches
- Sun Jan 27, 2013 8:21 pm
- Forum: Mod Development
- Topic: [Modding]Creating your own weapons
- Replies: 108
- Views: 98201
Re: [Modding]Creating your own weapons
Better yet, check how someone else did. I have a question. How can firing speed be altered? Or the projectile speed? <speed> and <cooldown> in blueprints.xml, I believe. (<time> in projectile animations is just the animation speed of the projectile sprite itself, if it's one that changes in flight)...
- Fri Jan 25, 2013 6:26 pm
- Forum: Working Mods
- Topic: [MOD] Rebel Flagship Prototype
- Replies: 52
- Views: 79121
Re: [MOD] Rebel Flagship Prototype
Still borked. I think the reason is the image depth of the Floor PNG (8 bit as oppose to the required 32). Forgive me for being a bit of a noob, but how does one change a file from 8 bit to 32 bit? If you're using GIMP then Image > Mode > RGB should do here. Here's a quick one I did. I just opened ...
- Thu Jan 24, 2013 9:57 pm
- Forum: Working Mods
- Topic: [SHIP] Klingon Bird-of-Prey (updated 20-02-13)
- Replies: 18
- Views: 29717
Re: [SHIP] Klingon Bird-of-Prey
They have a disruptor or something that comes out of the front in the movies...this big orange/yellow energy ball. Isn't the ball a torpedo of some sort? The Disruptors are their shooty laser things, they have laser versions called cannons and beam-style ones as well. Mostly Birds of Prey have the ...
- Thu Jan 24, 2013 2:46 pm
- Forum: Working Mods
- Topic: [SHIP] The Viper
- Replies: 50
- Views: 93295
Re: [SHIP] The Viper
I love this ship, it appeals to my sadistic "Slow painful crew death" side. As noted above the fun really starts once you get Sensors 2 installed and can see the firestorm ravage their ship. Once I realised that the best approach was to Cannon different systems each time to increase the ch...
- Thu Jan 24, 2013 2:35 pm
- Forum: Mod Development
- Topic: [TUTORIAL] Creating Player Ships with FTLEdit
- Replies: 37
- Views: 41609
Re: [TUTORIAL] Creating Player Ships with FTLEdit
What was happening is that the game started fine, every other ship works fine, but as soon as I select the one I've made in the hangar, the game just crashes with no errors. I sent the FTL file to alextfish, and he emailed back saying that even he's having some trouble figuring it out. The files i ...
- Thu Jan 24, 2013 1:56 pm
- Forum: Mod Development
- Topic: New Races
- Replies: 7
- Views: 5893
Re: New Races
This is pretty much what I did with my robotics cruiser. Set Crew to 0 initially and use the Ghost already in game to represent Holograms and add them via a starting evening in events.xml. Once the ship starts with 0 crew it is counted forever more as an AI ship so all stations are manned, you canno...
- Thu Jan 24, 2013 1:23 pm
- Forum: Working Mods
- Topic: [Mod][Wip] Robotic Cruiser v0.4
- Replies: 31
- Views: 43397
Re: [Mod][Wip] Robotic Cruiser v0.4
I like how you changed slug b, but couldn't you put it in a different mod? Too many people won' t hear about it, I feel. I could indeed. I didn't feel like I changed enough to warrant and entirely new mod, it's just a showcase for some weapons I messed around with really. If I can come up with more...
- Wed Jan 23, 2013 12:54 pm
- Forum: Working Mods
- Topic: [MOD] Rebel Flagship Prototype
- Replies: 52
- Views: 79121
Re: [MOD] Rebel Flagship Prototype
Still borked. I think the reason is the image depth of the Floor PNG (8 bit as oppose to the required 32).
- Wed Jan 23, 2013 11:41 am
- Forum: Working Mods
- Topic: [Mod][Wip] Robotic Cruiser v0.4
- Replies: 31
- Views: 43397
Re: [Mod][Wip] Robotic Cruiser v0.4
I'd guess that my Holographic event at the start of the initial sector overwrites the change the Disable Fleet is using.
I'll have a look and see if I can do something about it.
I'll have a look and see if I can do something about it.
- Tue Jan 22, 2013 11:41 pm
- Forum: Working Mods
- Topic: [Mod][Wip] Robotic Cruiser v0.4
- Replies: 31
- Views: 43397
Re: [Mod][Wip] Robotic Cruiser v0.2
Ah, but I need the name to be unique as well since that's my test to fire off events which generate extra crew on Sector exit and the start of the game. So if I change the Name to REPAIR_ARM or whatever then all repair arms will trigger that event, sadly. I can't think of any way to create a rename...