Search found 173 matches

by shark
Tue Nov 13, 2012 7:14 pm
Forum: Mod Development
Topic: IDEA. Carribean Pirate Ships
Replies: 4
Views: 3244

Re: IDEA. Carribean Pirate Ships

If you want to play pirates, why not just play Sid Meier's Pirates! and get it good? Why put all this extra effort of transforming a space game into a pirates game when there's one that already does a better job at it?
by shark
Tue Nov 13, 2012 7:06 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 263704

Re: [MOD][WIP] FTL: Overdrive

Is this a reverse-engineering project or you somehow got the source? Whats this about, can someone quickly fill me in? I'm pretty sure it's a full rewrite of the game code with no reference to the original source code. Even though I love hearing about these kind of projects, they always break my he...
by shark
Tue Nov 13, 2012 6:31 pm
Forum: Mod Development
Topic: Undocumented skills and behaviours
Replies: 6
Views: 4864

Re: Undocumented skills and behaviours

What it means is that, eventually, we'll have to go lower with our mods. Patching the executable binary and such. Not on a HOMM3:WoG kinda scale, but enough to push a few things thru.
by shark
Tue Nov 13, 2012 6:29 pm
Forum: Mod Development
Topic: Mod Difficulties
Replies: 12
Views: 6195

Re: Mod Difficulties

Did you run GMM with Administrator priviledges/credentials?
by shark
Tue Nov 13, 2012 8:24 am
Forum: Mod Development
Topic: Mod Difficulties
Replies: 12
Views: 6195

Re: Mod Difficulties

Are you talking about the GMM running FTL or plain running FTL?

I get the same behaviour every time GMM tries to run my FTL, yet when I run it via FTLGame.exe my mods work just fine. (that's because GMM repacks the resource files)
by shark
Mon Nov 12, 2012 8:23 pm
Forum: Mod Development
Topic: Mod Difficulties
Replies: 12
Views: 6195

Re: Mod Difficulties

Looks like your python distro is missing 'argparse' package. See this link for further assistance.

This is a tech question resolvable by simply googling "python argparse download" and has nothing to do with mods at all. Feel free to move it back once the issue is resolved :)
by shark
Mon Nov 12, 2012 5:46 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 263704

Re: [MOD][WIP] FTL: Overdrive

Is this a reverse-engineering project or you somehow got the source? Whats this about, can someone quickly fill me in?
by shark
Mon Nov 12, 2012 4:08 pm
Forum: Mod Development
Topic: Undocumented skills and behaviours
Replies: 6
Views: 4864

Re: Undocumented skills and behaviours

So, I PM'd Justin a few questions, because he seemed like the right man to ask (his name is all over TODOs in the files) Here's a formatted version: Question ( shark ): 1. I saw alot of commented abilities in the files. Uncommenting them does nothing. Are their hooks hardcoded? 1.1. If yes, are ther...
by shark
Sun Nov 11, 2012 9:17 pm
Forum: Mod Development
Topic: A way to play with more than 9 ships
Replies: 18
Views: 12087

Re: A way to play with more than 9 ships

It takes about the same time to write a mod as it does to hack a savegame. Hack a savegame? I've already written the editor that can manipulate every aspect of a ship in any given save game in minutes. idunno.jpg Hacked savegames have always been a poorman's mod. A traditional mod covers resources,...
by shark
Sun Nov 11, 2012 8:24 pm
Forum: Working Mods
Topic: [MOD] Starcraft Conversion v0.5: 18 new ships!
Replies: 58
Views: 114177

Re: [MOD] Starcraft Conversion v0.5: 18 new ships!

I could tell you how to fix that arillery piece that ended up in a poor spot. This is from updated circle_cruiser_2 <weaponMounts> <mount x="360" y="80" rotate="true" mirror="true" gib="6" slide="right"/> <mount x="360" y="12...