Search found 174 matches

by Gidoza
Fri Aug 12, 2016 1:44 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1273
Views: 454230

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

Guess I'll have to find Notepad++...
by Gidoza
Thu Aug 11, 2016 11:15 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1273
Views: 454230

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

Right - so I have 7Zip, and I opened the .ftl file, but I couldn't find the weapons' list anywhere - just ships. :/ Should be in one of the files with blueprints in their name, like blueprints.xml, dlcBlueprints.xml, and.. dlcBlueprintsOverwrite.xml? Ctrl+f in them to look for the weapon values. Ok...
by Gidoza
Mon Aug 08, 2016 7:59 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1273
Views: 454230

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

Right - so I have 7Zip, and I opened the .ftl file, but I couldn't find the weapons' list anywhere - just ships. :/
by Gidoza
Mon Aug 08, 2016 12:20 pm
Forum: Working Mods
Topic: [AE][Alpha] New tool to change hidden game values in the executable
Replies: 18
Views: 12928

Re: [AE][Alpha] New tool to change hidden game values in the executable

Would be fun to create a race with this that has a stationary function - like, say...the Piranha Plant...has a movement of 1 with a crapload of hit points and damage...it mans a system and can fight, but it can't really heal, and if it dies with a Cloning Bay it'll be too much of a nuisance to repos...
by Gidoza
Mon Aug 08, 2016 12:17 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1273
Views: 454230

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

I'll tackle the responses in reverse order. :) Re: Q3 - Aha, thanks karto, that's what I thought - too bad! Guess my ideas for a Federation BattleCruiser and a Federation Carrier just won't work, then. :( I realize that one can have a massive Weapons array of 6 slots, but it just doesn't work right ...
by Gidoza
Sun Aug 07, 2016 7:49 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1273
Views: 454230

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

Hi, there - so I just have a tiny project I'd like to do, and would like some guidance, as none of the modding tutorials I've looked at exactly cover this. Rather than making my own mod, I'd like to edit an existing one, namely CE. I'm just concentrating on adjusting some of the clearly too strong/t...
by Gidoza
Thu Apr 14, 2016 1:43 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 290
Views: 210433

Re: [MOD][WIP] Stations Job 0.g

Good point...but why wouldn't someone run from a station that can't pursue them if they're losing?
by Gidoza
Thu Apr 14, 2016 1:15 pm
Forum: Working Mods
Topic: [SHIP] Rebel Fagship
Replies: 6
Views: 11844

Re: [SHIP] Rebel Fagship

HAHAHA so funny! Good job on that story!

And the ship looks pretty interesting and balanced, too!
by Gidoza
Thu Apr 14, 2016 1:13 pm
Forum: Working Mods
Topic: Burst Laser III Mod?
Replies: 10
Views: 4782

Re: Burst Laser III Mod?

It's not exactly an easy process, is it? I've been procrastinating updating the Install Instructions for too long, and it's starting to bite me. The rule is simple enough though, in that you should never combine Total-Conversion-class mods, because bad things can and will happen. Things like CE, In...
by Gidoza
Tue Apr 12, 2016 3:51 pm
Forum: Working Mods
Topic: Burst Laser III Mod?
Replies: 10
Views: 4782

Re: Burst Laser III Mod?

Rather awkwardly when done incorrectly, I can say that with confidence after watching a bunch of streams and videos. This'll link back to a post where I helped someone get the ordering set up just right. Okay, I read the post. And I don't understand what I'm reading. :P You say in the post that Ins...