Search found 173 matches

by shark
Fri Nov 16, 2012 7:59 pm
Forum: Mod Development
Topic: [REQ] TurnBased Combat
Replies: 13
Views: 9015

Re: [REQ] TurnBased Combat

"In Soviet forum, shark jumps you"? Close enough :) I'm only "insulted" (as in motivated to write walls of text) by statements in which one declares himself both an expert and a noob on a subject. Your line "i can't mod but here's a short list of what needs to be changed&qu...
by shark
Fri Nov 16, 2012 7:51 pm
Forum: Mod Development
Topic: Shark Wars
Replies: 54
Views: 29279

Re: Shark Wars

Thanks for taking care of this guys.
by shark
Fri Nov 16, 2012 7:37 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 263706

Re: [MOD][WIP] FTL: Overdrive

My suggestion for the author(s) would be to go sign the NDA with Subset Games and the IP holders and ask them to release the source to you. This may or may not require a "professional face" (e.g. your company) to make such a request, but it usually works This is how great mods are achieve...
by shark
Fri Nov 16, 2012 7:19 pm
Forum: Mod Development
Topic: Undocumented skills and behaviours
Replies: 6
Views: 4864

Re: Undocumented skills and behaviours

I don't think doing this via CheatEngine is the way to go mainly because cheat engine might poke a real variable in charge of say, dodge instead of engine level. however your results do match with mine so I have no reason not to believe you. the way I see it, they aren't hardcoded selectively. The w...
by shark
Thu Nov 15, 2012 7:11 pm
Forum: Mod Development
Topic: Is it possible?
Replies: 5
Views: 2798

Re: Is it possible?

Why is drone swarm impossible? Wouldn't it be accomplished by having 6+ drone slots with very cheap drones?

Also, I'm interested in how more than one artillery behaves on a player's ship. Did anybody try it yet? :)
by shark
Thu Nov 15, 2012 7:09 pm
Forum: Mod Development
Topic: [REQ] Overclock systems.
Replies: 3
Views: 2336

Re: [REQ] Overclock systems.

It comes to this - unless we know for sure we can change it - we probably can't change it.

Because there is no obvious way how to do this thru the files, I'd call it "busted" ;) If that part wasn't hardcoded, it would've been possible (somehow) this way... nah.
by shark
Thu Nov 15, 2012 12:00 am
Forum: Mod Development
Topic: Mod Difficulties
Replies: 12
Views: 6195

Re: Mod Difficulties

In that case try using one of the older Pythons out there :D I don't know what else to tell you.
by shark
Wed Nov 14, 2012 5:52 pm
Forum: Mod Development
Topic: Mod Difficulties
Replies: 12
Views: 6195

Re: Mod Difficulties

I would suspect that without admin priviledges that maybe GMM wouldn't have permission to unpack the .dat files or rewrite it later. It's just a precaution though and might not be the cause of the issue. size, l_filename = struct.unpack('<LL', self.f.read(8)) struct.error: unpack requires a string a...
by shark
Wed Nov 14, 2012 5:41 pm
Forum: Mod Development
Topic: IDEA. Carribean Pirate Ships
Replies: 4
Views: 3244

Re: IDEA. Carribean Pirate Ships

Yea,it does sound more like old Pirates! Gold than the new one. But still, most of this falls out of scope of changable things; and it's heavy on the art part. The game just isn't that mod-friendly. We can't change any of the mechanics really. We can't even change tooltips, so even the "Engines...
by shark
Tue Nov 13, 2012 7:29 pm
Forum: Mod Development
Topic: [REQ] Accurate Weapons + Ship-Reliant Sectors + Ship Control
Replies: 8
Views: 5931

Re: [REQ] Accurate Weapons + Ship-Reliant Sectors + Ship Con

So can we 'look' for player ships instead of racial abilities?