Search found 142 matches

by Thunderr
Thu Jun 13, 2013 6:26 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7884

Re: Mod Issues

speedoflight wrote:Maximum reactor power is the maximum quantity of active bars u start with (so this is wat u want), not the maximum a ship can handle...

Really? I set it to six and it gave me six bars maximum and six bars to start. I'll play around with it and see if that's right.
by Thunderr
Thu Jun 13, 2013 5:51 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7884

Re: Mod Issues

Is there a way to define the amount of reactor power a ship starts with? All I see relating to power is maxpower, which only sets the maximum for the ship.
by Thunderr
Thu Jun 13, 2013 5:30 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7884

Re: Mod Issues

**Update
I have one bug yet to squash before my ship is ready for release. The images don't appear for the weapons, and it resorts to using the default laser. This might be because I named my files wrong or something, so I'll look into that.
by Thunderr
Thu Jun 13, 2013 4:57 pm
Forum: Working Mods
Topic: Old modders
Replies: 27
Views: 10430

Re: Old modders

I personally haven't used mods yet, (Still trying to unlock ships!) There are mods that let you save your profile settings (ship unlocks and achievements) for later, so you can always go back to them. I had the same thought, but once you dive into modding, you don't look back. I would like to possi...
by Thunderr
Thu Jun 13, 2013 3:55 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7884

Re: Mod Issues

In your ship blueprint, you have the weapon count set as 1; change it to 2 for both weapons to be available (just as an aside, you also have the drones count set to 2, even though you have three drones listed. not sure if this is how you wanted it though.) Yeah, I don't know how that happened. Derp...
by Thunderr
Thu Jun 13, 2013 2:36 pm
Forum: Working Mods
Topic: [SHIP] The Capital Cruiser (Updated for Adv. Editon)
Replies: 23
Views: 76702

Re: [SHIP] The Capital Cruiser (Balanced Playable Flagship M

The art for the imposter is gorgeous, great job!
by Thunderr
Thu Jun 13, 2013 2:34 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7884

Re: Mod Issues

Okay, new problem. The ship works and everything, but only one of the weapons shows up, albeit without an image. I'll be combing through the code myself to see if I can catch any errors, but the chances are slim. Any ideas this time? Sorry for the hassle, guys.
by Thunderr
Thu Jun 13, 2013 11:13 am
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7884

Re: Mod Issues

jonny_AB wrote:1. Why is your ship blueprint in the animations file?

Yeah, that's just me being a moron. ;)
jonny_AB wrote:(apologies if i come off as rude, i really don't mean to be)

Nah, you were great.

I think superluminal glitched out for the image thing, it's happened a couple times.
by Thunderr
Wed Jun 12, 2013 11:40 pm
Forum: Mod Development
Topic: [Unsolved] Image Issues
Replies: 22
Views: 7884

Re: Mod Issues

I updated the topic, and I hope you guys can help me out some more.
Thanks!
by Thunderr
Wed Jun 12, 2013 10:09 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 777
Views: 354158

Re: [Tool] FTL Ship Editor: Superluminal - version 13-6-1

Can you PLEASE add an undo function for the gibs especially? It is so frustrating to get everything perfect and then a little twitch and it is ruined.