Search found 407 matches

by Gencool
Sat Apr 26, 2014 7:08 am
Forum: Working Mods
Topic: [SHIP][AE] The Black Shard v1.2.1
Replies: 21
Views: 27244

Re: [SHIP][AE] The Black Shard

The original slipstream thread has this; http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17102&start=30#p54666 I'm not too sure on coding myself, so someone else may have better info. Basically you'd search for the crew rewards and alter them. You can also change rarity on the races bluepr...
by Gencool
Sat Apr 26, 2014 6:50 am
Forum: Working Mods
Topic: [SHIP][AE] The Black Shard v1.2.1
Replies: 21
Views: 27244

Re: [SHIP][AE] The Black Shard

The last one's pretty easy by using a search/replace string with slipstream.

You could even make it so that events and shops can only give you ghosts (and, if you want, lanius)
by Gencool
Fri Apr 25, 2014 1:04 pm
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 63889

Re: [WIP] [Steampunk] Lighter than air

The problem with ionisation is that you can't short-circuit a steam engine. I'm guessing by 'ionstorm' you mean that you'd just use the limit-setting thing on all encounters? Would definitely work... Maybe steampacks are used to generate extra power. Every class has one, but they just use them diffe...
by Gencool
Fri Apr 25, 2014 12:42 pm
Forum: Mod Development
Topic: Ship Color Customization
Replies: 6
Views: 3036

Re: Ship Color Customization

Not colour customisation, but interesting nontheless; You can have system sprites extend outside of the room, yes? Maybe you could use this to add stuff to the hull to reflect the systems? I.e. having Battery could add a small generator to the side of the ship, or swapping medbay and clonebay could ...
by Gencool
Fri Apr 25, 2014 12:21 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22096

Re: [MOD] Crew Diversity

There is one workaround I can think of, which would be to make an individual layer for every hair/skin combo and have them invisible 9 times out of 10. Of course, that makes the 'lower' layers less common, and it also requires a /load/ of additional data/images, so I'd rather not do it that way... A...
by Gencool
Fri Apr 25, 2014 11:31 am
Forum: Mod Development
Topic: [Mod Concept] Mega-class Ships.
Replies: 8
Views: 3846

Re: [Mod Concept] Mega-class Ships.

Shame that you can't do two ships in one event :\ The quest thing works though. Maybe have the starting beacon for the homeworlds set a quest for the first half of the boss? Since you're hunting them down, it makes sense thematically, and it reduces the chance of the second half going into the next ...
by Gencool
Wed Apr 23, 2014 10:43 pm
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 63889

Re: [WIP] [Steampunk] Lighter than air

Thanks Sir! Ha, I know, Workers (zolts) are the main. I was mostly doing it to prove it could work (well, mostly because it was fun, I guess). The explosion sprites can be replaced easily. I recon the best workaround would be to make Workers rarity 1, everything else's 0 (except rock/mantis at, say,...
by Gencool
Wed Apr 23, 2014 7:13 pm
Forum: Mod Development
Topic: [Mod Concept] Mega-class Ships.
Replies: 8
Views: 3846

Re: [Mod Concept] Mega-class Ships.

Hmm, the stats wouldn't change; it'd require five seperate ships to be made, each a part of the overall boss, and then you'd encounter two ships in one event. There'd be a varient of each 'ship' with a slightly different layout (or maybe not even that; just a cap on one attribute), which you'd then ...
by Gencool
Wed Apr 23, 2014 1:14 pm
Forum: Mod Development
Topic: [Mod Concept] Mega-class Ships.
Replies: 8
Views: 3846

Re: [Mod Concept] Mega-class Ships.

Can you not lead to a new event/battle from the on-defeat/crewdead/etc events? Plus if not, it would only be across two beacons. Also, the key difference with this and the flagship is that you can choose a battle that suits your playstyle. Every choice in your first battle has a named weakness; 1 la...
by Gencool
Wed Apr 23, 2014 10:15 am
Forum: Mod Development
Topic: [MOD][COMATOSE] Open Artillery v0.32
Replies: 44
Views: 19373

Re: [MOD][WIP] Open Artillery v0.2

Ohman I want this mod!

With the Mantis stun bombs; Maybe have them also heal your crew? Gives you a bit more reason to use them post-boarding, since you could effectively pause a battle and heal your doodz...