Search found 407 matches

by Gencool
Sun Apr 13, 2014 9:41 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22096

Re: [MOD] Crew Diversity

Ahhhh, nice sleuthing Axel. I think I was quite tired before... Didn't even realise that i'd overlooked that I had clothes in slot 1 and just assumed it was a limit :lol: (May have been staying up late a few nights) Oh, and with the hair colour thing; I've tested it and altered the values the best I...
by Gencool
Sat Apr 12, 2014 12:27 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22096

Re: [MOD] Crew Diversity

Thanks guys! To be honest, my good MightyKebab, these are mostly cheep recolours... Quick update; I've knocked up a 'beefy Rock' alternate thanks to some inspiration by Sleeper Service. As noted in the R&D thread; the size of the bulky rocks meen that their (one-size) outline wouldn't fit any mo...
by Gencool
Fri Apr 11, 2014 2:06 pm
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 86816

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

No, it has the same effect as when you didn't put glows in system rooms pre-AE; just a dark grey square over the top of the crew member. Plus, like I said in my thread; At the moment I kind of like it in a 'not-a-bug-it's-a-feature' sorta way. I'd prefer they added alternate sets for factions. I'd l...
by Gencool
Fri Apr 11, 2014 12:09 pm
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 86816

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

I mean, you can colour them, but you'd need to make the entire sheet, rather than isolated sections (which is what I was doing with CrewD) as they'll get mis-matched. edit: Actually, I just realized that there's a work around for this. However again it means that the NPCs would only get one 'body t...
by Gencool
Fri Apr 11, 2014 12:09 pm
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 86816

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

(((Accidental Double Post, please delete)))
by Gencool
Fri Apr 11, 2014 11:22 am
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 86816

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

You can stick a faint white outer glow on the selection border? It'd be visible behind the larger elements without making a solid green blob on the smaller guys...

The other issue is that you can't have alternate colours on the rocks if you want alternate sizes...
by Gencool
Fri Apr 11, 2014 8:14 am
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 86816

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

@Tweevel - Really sorry, I didn't see this post until after I'd posted my crew diversity concept. Thought I'd managed to find something cool myself :P As for layers; it seems you can have loads on player characters, but the npcs are limited to the 'natural' number. So my humans' layers go- Skin Hair...
by Gencool
Thu Apr 10, 2014 11:41 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22096

[MOD] Crew Diversity

This actually spawned from trying to update the Tardis for AE. Turns out, there's some interesting things in the crew's colour coding. Crew Diversity A simple mod to create more individuality between your crew members. IndividualityMod.png Planned Features So Far Random character generation By havin...
by Gencool
Tue Apr 01, 2014 10:02 pm
Forum: Working Mods
Topic: [SHIP] The Tardis (currently not working - v03 in dev)
Replies: 24
Views: 17611

Re: [SHIP] The Tardis (beta v002)

Therego dude, The Weapons arn't available in the Hanger, but you get them as part of your first message. I was think I'd avoid spoilers, but I can understand that people want to know what they're getting. Also, yeah, the Regen Aura means you can re-spawn the Doc if he dies (but you have to get to th...
by Gencool
Mon Mar 31, 2014 10:41 am
Forum: Working Mods
Topic: [SHIP] The Tardis (currently not working - v03 in dev)
Replies: 24
Views: 17611

Re: [SHIP] The Tardis (beta v002)

Thanks! The first one was possible with just 1 weapon point, just had to time it right. If anything, the new starting loadout is a fair bit weaker in terms of damage (both weapons are at least one point weaker than their original counterpart), but it has more strategy variation, is slightly faster, ...