Search found 80 matches

by Lemonymous
Thu Mar 28, 2019 8:19 pm
Forum: Working Mods
Topic: [Squad] RF1995 v.1.3.7
Replies: 17
Views: 22732

Re: [Squad] RF1995 v.1.3.5

Thanks for the mini battle report! Teleport and Windtorrent surely cannot hurt a run! As the many names for the 4th mech might suggest, it has changed many times. The reviews in this thread does not talk about the current iteration. I am obviously biased, but I think it can pull it's own weight, and...
by Lemonymous
Thu Mar 28, 2019 8:09 pm
Forum: Working Mods
Topic: [Enemies] Bots'n'Bugs v2.0.11
Replies: 35
Views: 28627

Re: [Enemies] Bots'n'Bugs v1.2.2

Thanks for the comments! @tosx: Garden Psion is indeed dangerous if you leave it be. It does take a bit of time to get going though. Attacking it with any damaging weapon will destroy the vine beneath it, so it can be almost always be handled if you have mission critical objectives that you are conc...
by Lemonymous
Thu Mar 28, 2019 7:58 pm
Forum: Working Mods
Topic: [Squad] Archive Armors v1.3.2
Replies: 18
Views: 20438

Re: [Squad] Archive Armors v1.3.2

Hey. Yeah the squad concept is very much about too strong weapons for their own good, and how to find ways around that problem. About your pylon story, that is modded in. I figured it is kind of weird to evacuate a pylon that does not have any population. It would also be weird if you could operate ...
by Lemonymous
Thu Feb 14, 2019 5:06 pm
Forum: Working Mods
Topic: [Enemies] Bots'n'Bugs v2.0.11
Replies: 35
Views: 28627

Re: [Enemies] Bots'n'Bugs v1.2.2

Thank you for the interest! I'm glad you like the mod overall. I try to make each enemy interesting to play against with many options for counterplay, since Vek rarely seem to land a blow against mechs. Regarding the Blobberling. While a very weak enemy that can be dispatched with a simple push, it ...
by Lemonymous
Mon Feb 04, 2019 2:39 pm
Forum: Working Mods
Topic: [Enemies] Bots'n'Bugs v2.0.11
Replies: 35
Views: 28627

Re: [Enemies] Bots'n'Bugs v1.2.0

New version adding two new enemy types:
- Knight-Bot: an armored bot that dashes to it's target.
- Garden Psion: a Psion that plants Vines; a new tile hazard.

See main post for more details.
by Lemonymous
Sun Feb 03, 2019 11:56 pm
Forum: Working Mods
Topic: [Pilot] FTL Pilots v0.1.3
Replies: 13
Views: 12598

[Pilot] FTL Pilots v0.1.3

This mod aims to add pilots of the remaining races of FTL to ITB. Currently WIP (maybe I will finish it some day). 3/4 pilots in a playable state. https://i.imgur.com/ohgOduv.png https://i.imgur.com/fGS1eSK.png https://i.imgur.com/N68ygp9.png FTL Pilots v0.1.3 - requires kartoFlane's mod loader to w...
by Lemonymous
Wed Dec 26, 2018 8:22 pm
Forum: Mod Development
Topic: Noob question: How to change existing Mechs' stats or skills
Replies: 1
Views: 3518

Re: Noob question: How to change existing Mechs' stats or skills

Assuming you're running kartoFlane's modloader to launch your mod, all the variables that are declared global in the lua files found in ITB/sctipts can be modified from within your mod. In the cases where you'd want to change something local, the mod loader can often provide solution for that as wel...
by Lemonymous
Fri Nov 30, 2018 4:50 am
Forum: Technical Support and Bugs
Topic: Mod vs Vanilla question.
Replies: 3
Views: 5013

Re: Mod vs Vanilla question.

If the asset bug you are referring to is the error in your second screenshot (only thumbnails work now), I believe that is because one of the mods you installed is added incorrectly in the mods folder. In the first screenshots at the bottom there is a folder named scripts, and an image file that I c...
by Lemonymous
Fri Nov 30, 2018 4:45 am
Forum: Working Mods
Topic: [Squad] RF1995 v.1.3.7
Replies: 17
Views: 22732

Re: [Squad] RF1995 v.1.3.3

Updated all my mods that uses the library modApiExt in order to fix a mod incompatibility with other mods that used a slightly different version of the library. Let me know if anything broke in the process.
by Lemonymous
Tue Nov 20, 2018 7:43 pm
Forum: Technical Support and Bugs
Topic: Mod vs Vanilla question.
Replies: 3
Views: 5013

Re: Mod vs Vanilla question.

You're nearly there.

The base game only allows for 8 different squads at the same time (bar secret squad). To play a modded squad, you need to replace one of the default squads with the modded one. Your last screenshot there can have a maximum of 8 boxes ticked.