Search found 407 matches

by Gencool
Sat Apr 19, 2014 12:32 pm
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 63886

Re: [WIP] [Steampunk] Lighter than air

If the embedded system - crash bug gets fixed, you could just use that. No damage to O2 = fewer O2 issues, and you could remove its graphic. From there you could alter the red lines to be 'ice' or something and rename o2 to pressurisation or heating? Also, I like the idea of making Zolts into Humans...
by Gencool
Thu Apr 17, 2014 2:57 pm
Forum: Mod Development
Topic: [MOD][COMATOSE] Open Artillery v0.32
Replies: 44
Views: 19373

Re: [MOD][WIP] Open Artillery v0.03

Yeah, with my limited knowledge of vanilla I knew probably wouldn't be possible. Not looked at the new ship/weapon stuff though =\

Thought for Zoltan ships; a wave of pure-stun bombs which can knock out all the enemy crew. Seems very diplomatic.
by Gencool
Thu Apr 17, 2014 2:40 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22096

Re: [MOD] Crew Diversity

Don't worry, I meant female as in 'alternate body structure', not 'blonde wig and eyelashes' Also, if it looks weird, i'l skip it. Engies are the only race I might not do any new sheets for. But I kinda want to anyway... Increasing the frame number doesn't work on the hanger screens. Still only uses...
by Gencool
Thu Apr 17, 2014 12:55 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22096

Re: [MOD] Crew Diversity

Did you mean Species_Portrait? <anim name="human_portrait"> <sheet>human</sheet> <desc length="1" x="0" y="0"/> <time>1</time> </anim> Because I tried that before, and it's purely there for the hanger screen. What's worse, if you add frames to it, it doesn't e...
by Gencool
Thu Apr 17, 2014 12:42 pm
Forum: Mod Development
Topic: [MOD][COMATOSE] Open Artillery v0.32
Replies: 44
Views: 19373

Re: [MOD][WIP] Open Artillery v0.03

Nice - so the next generation of custom ships could be made with this mod in mind...


Oh, also, stupid question, but is there any way of linking Artillery to Drones?
by Gencool
Thu Apr 17, 2014 8:53 am
Forum: Mod Development
Topic: [MOD][COMATOSE] Open Artillery v0.32
Replies: 44
Views: 19373

Re: [MOD][WIP] Open Artillery v0.03

Sorry, I just want to check; each ship can have a different weapon that gets activated when it buys artillery? Or would you have to wait for the one that matched your ship?
by Gencool
Tue Apr 15, 2014 10:40 am
Forum: Working Mods
Topic: [SHIP] The Tardis (currently not working - v03 in dev)
Replies: 24
Views: 17611

Re: [SHIP] The Tardis (beta v002 - now with stats sheet)

Sorry, it was built about a week before AE, so isn't designed to work with it. It *should* still work in 'vanilla' mode, though you'll want to make sure you're not using Universal Starting Beacon. I am planning to re-release it soon, though, re-worked for the new systems, etc, so maybe in a week or ...
by Gencool
Mon Apr 14, 2014 7:38 am
Forum: Mod Development
Topic: Event Loops
Replies: 4
Views: 2013

Re: Event Loops

If I remember correctly, you can make each page as a separate named event, then use 'eventLoad' to move between them. Haven't any examples of code handy though.
by Gencool
Mon Apr 14, 2014 7:34 am
Forum: Mod Development
Topic: Unpacking the resources.dat file?
Replies: 2
Views: 3212

Re: Unpacking the resources.dat file?

Check out the mod tools post; the unpackers there still work for me :)
viewtopic.php?f=4&t=1920
by Gencool
Sun Apr 13, 2014 10:25 pm
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 86818

Re: AE R&D - What is new? What can we do now?

Relatedly, I'm sure this has been noted, but when an event gives a crewmember to the player, you can boost one or all of their stats (the Zoltan ship event gives you a maxed out Zolt, for example)