Search found 363 matches

by DryEagle
Mon May 13, 2013 1:47 pm
Forum: Mod Development
Topic: [MOD]Strange Universe [inDev]--> again Events
Replies: 4
Views: 2226

Re: [MOD]Strange Universe [inDev]--> Events

Check also the length of your texts. If it doesn't fit inside one game event screen window thing, it will crash. and yea go through and make sure all your choice and event etc tags have correct nesting
by DryEagle
Sun May 12, 2013 12:05 pm
Forum: Mod Development
Topic: [MOD]Strange Universe [inDev]--> again Events
Replies: 4
Views: 2226

Re: [MOD]Strange Universe [inDev]--> Events

you have "unrecogniced" instead of "unrecognised" in one of your texts. this wouldn't cause crashes, but needs fixing anyway :D as for actual errors in code: <choice hidden="true"> <text>Engage the ship. You dont have time for this.</text> <ship hostile="true"...
by DryEagle
Fri May 10, 2013 1:04 pm
Forum: Mod Development
Topic: [MOD][WIP] Stargate total conversion mod
Replies: 4
Views: 2772

Re: [MOD][WIP] Stargate total conversion mod

try to limit yourself to using 1x2, 2x1 and 2x2 rooms, unless you're going to change completely how the no-oxygen graphics are displayed, you'll have incorrect striping otherwise.
by DryEagle
Fri May 10, 2013 1:02 pm
Forum: Mod Development
Topic: HELP NEEDED: Augmentation modding
Replies: 3
Views: 2798

Re: HELP NEEDED: Augmentation modding

<bp> is just a refence value for the devs concerning how powerful something is. e.g. if you look at weapons, you'll notice the stronger ones have higher bp, and vice versa. it doesn't do anything ingame as far as anyone's been able to tell
by DryEagle
Thu May 09, 2013 1:54 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 222666

Re: [MOD][WIP] FTL: Overdrive

For beacons/events, here's a few things I'd like to see: 1. store customisation - able to set which categories appear, possibly specific items, custom prices on repairs/fuel/ammo, custom buyback % prices? so some stores are more expensive but also pay more? 2. beacon persistance - the option to set ...
by DryEagle
Tue May 07, 2013 10:26 am
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 222666

Re: [MOD][WIP] FTL: Overdrive

I'd prefer all beam effects to be per-tile, that seems to make more sense. If you go across 3 tiles of a room, that should hurt just the same as going across a corner and clipping 3 rooms. Also, not sure how possible this would be to implement, but how about beam effect based on how much of a room y...
by DryEagle
Sun May 05, 2013 8:19 pm
Forum: Mod Development
Topic: Help Needed
Replies: 6
Views: 2493

Re: Help Needed

firstly, make sure you've named it sector_data.xml.append - don't forget append on the end
secondly, try just adding your event to the bottom of the list of event names, instead of removing them all.
if that works, then remove them 1 by 1 from the bottom until it stops working.
by DryEagle
Sun May 05, 2013 11:06 am
Forum: Mod Development
Topic: Calling all modders
Replies: 109
Views: 40677

Re: Calling all modders

they stoled my idea :x
by DryEagle
Sat May 04, 2013 11:10 pm
Forum: Mod Development
Topic: Ship creation- help needed!
Replies: 14
Views: 5357

Re: Ship creation- help needed!

Also make sure your images are all saved as 32-bit PNGs. Not 24-bit PNGs and not any other format, because PNG-32 is the only type that the game will accept and render as images.
by DryEagle
Sat May 04, 2013 9:17 pm
Forum: Mod Development
Topic: Help Needed
Replies: 6
Views: 2493

Re: Help Needed

Firstly, it should be <event load="NAME"/> in all places instead of <event load="NAME"> i.e. don't forget the / Secondly, you cannot do this: <event> <event load="NAME"/> </event> Instead you must do this: <event> <choice> <event load="NAME"/> </choice> </event>