Search found 204 matches

by TaxiService
Fri Jan 17, 2014 12:43 pm
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40914

Re: [SHIP] The Crimson Lady (1.1)

@English: The Ol' B layout is in the works. : ) The name makes me think of it as a sturdier and more combat-oriented ship than its counterpart. I might just give it a shield and four weapon slots, actually. >Also, It isn't really THAT overpowered. You could just drop the ion level a bit. Eh but if i...
by TaxiService
Fri Jan 17, 2014 3:09 am
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40914

Re: [SHIP] The Crimson Lady (1.1)

It already has one.
by TaxiService
Fri Jan 17, 2014 12:48 am
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40914

Re: [SHIP] The Crimson Lady (1.0)

Hmm. I agree about the cloak. And yeah, spicing up the plasma cannon would be a good idea actually. I made it thinking about Halo 1 plasma pistols, which when overcharged would release a shot that would act as an EMP, so that's why I didn't think about adding more effects to it. : | You know what, i...
by TaxiService
Thu Jan 16, 2014 7:02 pm
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40914

Re: [SHIP] The Crimson Lady (1.0)

Thankyee! ◠‿◠ @Ultramantis: Thanks for the link! But i was able to make it work simply by trying to record again. This was my problem: the recording looked as if everything was shifted half a pixel diagonally, all the lines looked blurred and i don't understand what caused it. I saved that program u...
by TaxiService
Thu Jan 16, 2014 3:12 pm
Forum: Working Mods
Topic: [SHIP] The Crimson Lady & Ol' Triggernaut (3.0)
Replies: 45
Views: 40914

[SHIP] The Crimson Lady & Ol' Triggernaut (3.0)

Overview : https://hostr.co/file/tsCCdzq8jFIr/presentation_crimson3.png The Crimson Lady (Heavy Freighter) An old ship formerly used by smugglers to transport illicit goods. Has stood inactive for years. Included Systems/Subsystems: Engines: ••• (3) Cloaking: • (1) Weapons: •••• (4) Medbay: • (1) O...
by TaxiService
Fri Jan 03, 2014 4:12 pm
Forum: Mod Development
Topic: English's Mod Help Thread
Replies: 14
Views: 6251

Re: English's Mod Help Thread

Acknowledged! You should hang out in the #ftlgame IRC channel maybe? I've been getting in there regularly for the last week asking for help, and it is quite populated too but not very active. Back at my home forum we have links to browser-based clients that would connect to our IRC channel, so that ...
by TaxiService
Fri Jan 03, 2014 4:18 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1276
Views: 498125

Re: Questions here: an inquiry thread! Updated Dec 12th!

/me bites his fist

I curse the day i decided to make a B layout for that doggone ship.
Thanks for the quick response, i'll just do that!
by TaxiService
Fri Jan 03, 2014 3:23 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1276
Views: 498125

Re: Questions here: an inquiry thread! Updated Dec 12th!

Sorry for the double post but i've got another question. Is it true that if a ship replaces the federation cruiser the cloaking system will not appear in the shops? Because i have a ship that replaces the fed cruiser and is meant to be able to use the cloaking system. It lacks an artillery beam so i...
by TaxiService
Fri Jan 03, 2014 1:28 am
Forum: Working Mods
Topic: [SHIP] The Moke & Firestarter (3.0, for AE)
Replies: 51
Views: 50001

Re: [SHIP] The Moke & Firestarter (2.0)

Holy ballsack of Jove, no. That was not intended at all. Thanks for pointing that out! I just released an update that fixes that issue and also some insignificant pixels being wrong on some gibs. Hopefully there won't be any more problems. Anyway the idea was to have only two weapons on the B layout...
by TaxiService
Thu Jan 02, 2014 6:09 pm
Forum: Working Mods
Topic: [SHIP] The Moke & Firestarter (3.0, for AE)
Replies: 51
Views: 50001

Re: [SHIP] The Moke & Firestarter (2.0)

Exactly. You'd see the artillery gun i made stuck to the Fed Cruiser vertically (or horizontally in respect to the ship), which doesn't make any sense! I *guess* i could modify the fed cruisers too so that at least the gun shows up correctly, but i'd rather not do that. Users could always edit their...