Search found 115 matches

by steamtex
Tue Jul 28, 2015 5:05 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1278
Views: 570139

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

I've seen this done in CE. But how can create a custom augment? I don't want functionality in the augment. I just want it for custom events. blueprints.xml.append: <augBlueprint name="AUG_NAME"> <title>Augment Name</title> <desc>Augment Description</desc> <cost>80</cost> <bp>8</bp> <!-- A...
by steamtex
Tue Jul 28, 2015 12:43 pm
Forum: Mod Development
Topic: Weapon Template
Replies: 2
Views: 2004

Re: Weapon Template

Suggestion:

Determines the damage done to crew in addition to basic damage. 1 = 15, 2 = 30, etc.

Flak. Not Flack. Flack is a public relations agent. Or advertising.
by steamtex
Tue Jul 28, 2015 12:37 pm
Forum: Mod Development
Topic: Previews from the impatient
Replies: 607
Views: 283109

Re: Previews from the impatient

Federation Fleet Cruiser 2 attempt... how does it look so far? Edit: shading not final as well as other features Much more unique than my hackjob of the Fed A. Looks good so far, but still, I dunno. Feels like it's missing something to push it over the top and make it unique. Feels a little... flat...
by steamtex
Tue Jul 28, 2015 5:26 am
Forum: Mod Development
Topic: Previews from the impatient
Replies: 607
Views: 283109

Re: Previews from the impatient

I made this sprite, then realized that my reference caused me to use about... 300 lines too many? And I accidently made it upside down, to top it all off. http://i.imgur.com/JSWl9HT.png Now in the process of completely redrawing it so it doesn't have those lines. So, maybe, in, ah, 20 years?; this t...
by steamtex
Tue Jul 28, 2015 1:48 am
Forum: Working Mods
Topic: [MOD] [AE] C&C Weapons Pack
Replies: 26
Views: 59386

Re: [MOD] [AE] C&C Weapons Pack

Yes, I'm liking the look of this...
by steamtex
Mon Jul 27, 2015 2:48 pm
Forum: Working Mods
Topic: [removed]
Replies: 9
Views: 4509

Re: [SHIP][OP]Federation Gunship v1.0.0

Interesting, but it looks like those starting weapons are extremely overpowered...
by steamtex
Mon Jul 27, 2015 1:16 pm
Forum: Mod Development
Topic: Previews from the impatient
Replies: 607
Views: 283109

Re: Previews from the impatient

R4V3-0N wrote:Isn't that a little bit over the top?... I think the stun isn't that much of a need at least...


There's no kill like overkill.
by steamtex
Sun Jul 26, 2015 11:35 pm
Forum: Mod Development
Topic: Hi, new to the modding forums...
Replies: 9
Views: 4030

Re: Hi, new to the modding forums...

Guten tag, and welcome. There is no specific modding guide that covers everything. For the most part, you'll just have to search around to find specifically what you're looking for. Slipstream Mod Manager (SMM) can be used to unpack FTL's data/resource files easily, whether a mod is installed alread...
by steamtex
Sun Jul 26, 2015 9:35 pm
Forum: Working Mods
Topic: [SHIP] [AE] 686-Apollo
Replies: 0
Views: 19575

[SHIP] [AE] 686-Apollo

Essentially this is Biohazard063's AI Cruiser 'Anomaly' (which I highly recommend) with a different skin and floor plan. It also trades in a beam weapon for hacking. Borrows RannL's SlugAugRemover modification (removes blue options should you have the Slug Repair Gel and FTL CE), so it should work w...
by steamtex
Sun Jul 26, 2015 8:55 pm
Forum: Mod Development
Topic: Previews from the impatient
Replies: 607
Views: 283109

Re: Previews from the impatient

R4V3-0N wrote:FTL doesn't really hold much against it. it still would make sense...


True enough.

Vortex, here's an idea:

Chrono Cannon - laser weapon? No hull/system damage. Ionizes systems, applies crystal lockdown effect to room, injures and stuns crew for extended time.