Search found 35 matches

by ApexMods
Mon Oct 14, 2013 10:56 pm
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 747
Views: 1172792

Re: Slipstream Mod Manager v1.4 (2013-09-20)

To see if it's to blame, you can start that thread again manually via "File-Re-Scan mods/". Yep, that's the one. Edit: There is some lag whenever you click on a large mod that has no description at all. Because the zip's contents are read at that moment, in the GUI thread, to determine it...
by ApexMods
Mon Oct 14, 2013 10:22 am
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 747
Views: 1172792

Re: Slipstream Mod Manager v1.4 (2013-09-20)

If I may make another suggestion? :) Upon launch, SMM seems to first checksum all found mods, which can lead to a rather noticeable lack of application responsiveness, especially when many and/or larger mods are present. I believe this is partly due to the legacy development goal of keeping a centra...
by ApexMods
Sat Oct 12, 2013 12:25 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6637
Views: 3645454

Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Don't want to disturb the current discussion too much, but I felt obliged to leave a quick comment on this mega-mod. What Sleeper et al are doing here is such an overwhelming endeavor of sheer limitless scope, and it seems whenever I drop in here at the forums a new release of CE is out. Very (very!...
by ApexMods
Sat Oct 12, 2013 12:12 pm
Forum: Working Mods
Topic: [MOD] High-res background graphics [V1.0]
Replies: 98
Views: 156872

Re: [MOD] High-res background graphics [V1.0]

Love this mod. While limited in scope, the implemented modifications show great attention to detail and result in very noticeable visual improvements over the base game without deviating too much from its original style. Beautifully done, splette! Many thanks for your excellent contribution to FTL m...
by ApexMods
Sat Oct 12, 2013 12:04 pm
Forum: Working Mods
Topic: [MOD] Better Planets and Backgrounds 1.3.1
Replies: 228
Views: 384479

Re: [MOD] Better Planets and Backgrounds 1.3.1

An amazing addition to this great game! The expanded variety and beautification of backgrounds and planets amplifies the illusion of traveling through ever-changing worlds in an infinite universe. Kudos for your great work,sanmonku! This is an absolute must-have add-on for FTL! BTW, sanmonku, I sent...
by ApexMods
Fri Oct 11, 2013 9:23 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 777
Views: 353868

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Noticed something else. When I change the order of ships in autoBlueprints.xml, the editor somehow does not recognize many of them as being enemy ships and puts them in the 'Other' category. No biggy, but still a bit strange. I'll try to find the time to do some more testing with the latest version ...
by ApexMods
Fri Oct 11, 2013 9:10 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 43997

Re: [Tool] FTL Error Checker - v 0.972

Great update! Love the monospaced font option! :)

Thanks a lot for your hard work, kartoFlane.
by ApexMods
Tue Oct 08, 2013 12:06 pm
Forum: Mod Development
Topic: [Tool] FTL Error Checker
Replies: 80
Views: 43997

Re: [Tool] FTL Error Checker - v 0.965

As far as I'm aware, everything after a <store/> tag in an event won't ever be executed by the game. Thus, it acts as an event termination tag, the same as <event/>. I'm not completely sure, but I tested this a bit, and it seemed to behave that way. No idea whether there are more tags like this tho...
by ApexMods
Tue Oct 08, 2013 11:39 am
Forum: Mod Development
Topic: Ship Escape & Surrender Chance/Min/Max/Timer Values
Replies: 7
Views: 3168

Re: Ship Escape & Surrender Chance/Min/Max/Timer Values

Thanks a lot for the speedy and great reply!

All your explanations make perfect sense, and the surrender timer was my mistake, due to a rushed copy and paste job on my end. Mea culpa!

I'll try to confirm your findings when I get home from work, but I got a feeling that you're spot-on. :thumbsup:
by ApexMods
Tue Oct 08, 2013 6:47 am
Forum: Mod Development
Topic: Ship Escape & Surrender Chance/Min/Max/Timer Values
Replies: 7
Views: 3168

Ship Escape & Surrender Chance/Min/Max/Timer Values

Couldn't find an answer to this anywhere, so here it goes. How exactly do those values for a ship's escape and surrender chances and timing work, what is their precise meaning and mechanism? Here's an example of what I'm referring to: <ship name="FOO_SHIP" auto_blueprint="FOO_SHIPS&qu...