Search found 230 matches
- Wed Oct 10, 2012 4:16 pm
- Forum: Mod Development
- Topic: Mod Manager - Merging Specifications
- Replies: 2
- Views: 3700
Mod Manager - Merging Specifications
This is an open request for review by anyone interested (other developers and mod creators, specifically) on the working specifications I've formulated for implementing a "mod merging" functionality. Overview What I hope to achieve is a method for allowing mutiple mods to safely interact a...
- Wed Oct 10, 2012 3:04 pm
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1081002
Re: Grognak's Mod Manager (v1.3)
Certainly a good idea. :) Go ahead and submit an issue at Github (it makes it easy to keep track of.) Done! If you wouldn't mind, I'm about to post a new topic with the specifications of how I've implemented a "*.merge.xml" format (via additional tag attributes to be added by mod authors)...
- Wed Oct 10, 2012 2:58 pm
- Forum: Mod Development
- Topic: [Question]Is there a way to implement new sounds?
- Replies: 10
- Views: 6897
Re: [Question]Is there a way to implement new sounds?
It would appear that you could add custom sounds to custom weapons, though I've done a grand total of no testing whatsoever to verify this. I don't see any events that create a sound, so I wouldn't expect you to be able to do that.
- Wed Oct 10, 2012 2:53 pm
- Forum: Mod Development
- Topic: [WIP] Tablet Port
- Replies: 15
- Views: 15349
Re: [WIP] Tablet Port
Well, right clicking is done by double tapping, and you CAN hover, but it requires you to slowly drag your mouse over the button. Keyboard input is done by the iPad's keyboard, so you can't really use it at the same time as playing the game. Ah. That doesn't seem like it would work well with FTL, t...
- Wed Oct 10, 2012 2:41 pm
- Forum: Mod Development
- Topic: [WIP] Tablet Port
- Replies: 15
- Views: 15349
Re: [WIP] Tablet Port
might make sense to use the C# FTL-overdrive engine as a base (since it's still in its infancy), so there aren't 2 codebases to do the same thing In addition to what nilwolf already said, I'd also add that each of those projects seems to be aiming for very different goals - Overdrive appears to pri...
- Wed Oct 10, 2012 12:59 am
- Forum: Mod Development
- Topic: [WIP] Tablet Port
- Replies: 15
- Views: 15349
Re: [WIP] Tablet Port
We have no intentions of asking for payment whatsoever. We're doing this just for the fun of writing the code and playing the game on our tablets. No, we're not doing it so everybody else can play the game on their tablets. We're doing this so that me and my friend can play on OUR tablets. We're no...
- Tue Oct 09, 2012 11:43 pm
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1081002
Re: Grognak's Mod Manager (v1.3)
I'd like to make a feature request: Ability to name files [filename].append.xml as well as/instead of [filename].xml.append Two reasons: 1) Syntax highlighting (.xml tells files it's an xml file, .append tells it nothing, requiring manual setting of language) 2) The alternate mod manager with mergin...
- Tue Oct 09, 2012 1:10 pm
- Forum: Discussion
- Topic: Prevent AI from shooting uselessly
- Replies: 16
- Views: 11144
Re: Prevent AI from shooting uselessly
1.) Firing in volleys 2.) Targeting specific systems If the AI did this, it would put difficulty through the roof in my opinion. These 2 things would bridge the greater part of the gap between what we have now and what it would be like to face off against human opponents in 1-on-1 ship battles. Esp...
- Tue Oct 09, 2012 1:06 pm
- Forum: Discussion
- Topic: Honestly, why is getting new ships so arbitrarily long
- Replies: 9
- Views: 7003
Re: Honestly, why is getting new ships so arbitrarily long
StarWarsOZ wrote:But it would be good to have some incentive to beat the boss with different ships, although some of them just can't be done. (engi B?)
It can be done, just not as easily as with other ships. (I did twice after seeing people on the forums say that it was too hard, lol)
- Tue Oct 09, 2012 12:59 pm
- Forum: Mod Development
- Topic: [MOD - WIP] Star Trek Addon
- Replies: 29
- Views: 42002
Re: [MOD - WIP] Star Trek Addon
Whale Cancer wrote:I think you could make a 1x1 medbay and make the blocked slot 0. That should allow proper nanohealing without a usable medbay.
Would you be able to repair it if it ever broke, though? This seems like it'd have the same issue as having a medbay unconnected to any other rooms.