Search found 173 matches

by shark
Sun Nov 11, 2012 8:10 pm
Forum: Mod Development
Topic: Shark Wars
Replies: 54
Views: 29279

Re: Shark Wars

FUuuuuuuu..... that battlecruiser was what i wanted :) I wanted to see what happens when i give it two artillery rooms... :) in any case, a new release broke off the main branch today - artillery patches. patches ships to be able to field artillery, makes artillery buyable and (unfortunatelly) bring...
by shark
Sun Nov 11, 2012 8:00 pm
Forum: Working Mods
Topic: [MOD] [GMM] Shark Mods
Replies: 16
Views: 22037

[MOD] [GMM] Shark Mods

This will be the official thread of my mods. No discussions will be held here. If you have any comment, please leave it in the other "Shark Wars" thread which should be moved to Mod Development; that one will be used as an impromptu devblog. Or PM me, whatever. Download Artillery patch Cha...
by shark
Sun Nov 11, 2012 6:00 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1019218

Re: [MOD][WIP] FTL Infinite Space

Any way to get this working without GrognaK's Mod Manager? I'm having a hell of a time getting that to work on Linux and not getting much satisfaction from the thread about it. the .FTL is just a .ZIP file. diff it against your game, patch -p1 it against your unpacked resources, repack resources. P...
by shark
Sun Nov 11, 2012 3:36 pm
Forum: Mod Development
Topic: Shark Wars
Replies: 54
Views: 29279

Re: Shark Wars

Currently thinking about the new Zoltan ship with 6 guns and no permitabble drones. As well as Fire drone, Breach Drone, Missile Drone II. Fire drone starts fires, breach drone breaches, missile drone II spams 1 damage rockets. Drones need something good going on for them now that there's Squads too...
by shark
Sun Nov 11, 2012 3:23 pm
Forum: Working Mods
Topic: Additional Events & Texts (AET)
Replies: 80
Views: 104111

Re: Additional Events & Texts (AET)

Feature request: improvement Priority: low Severity: trivial (unknown) Description: add events that spawn ghosts with a small chance out of human crewmembers that 'don't make it back'. Comment: whoever gets to make it first commits, i'm just giving you heads-up since you're much more familiar with e...
by shark
Sun Nov 11, 2012 2:42 pm
Forum: Mod Development
Topic: [REQ] TurnBased Combat
Replies: 13
Views: 9015

Re: [REQ] TurnBased Combat

Because: 1. I´m not good enough at actual modding(I can get stuff done if I find tutorials, but I´m no coder/programer). 2. I don´t have enough free time for this kind of project(it´d also need an experienced modder with enough passion to pull through). Which doesn´t stop me from liking the idea an...
by shark
Sun Nov 11, 2012 2:25 pm
Forum: Mod Development
Topic: [Poll][FTLOverdrive]Battles with more than 2 ships?
Replies: 15
Views: 9678

Re: [Poll][FTLOverdrive]Battles with more than 2 ships?

Here's an idea - simply make the fights sequential with none of this alliance stuff. It's you against the universe, one ship at a time. Fighting two ships concurrently might cause serious hurt due to double damage output of that "single" ship. So if it were up to me - I'd just make an atta...
by shark
Sun Nov 11, 2012 2:14 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

Let's see... You cannot pop-up a dialog in sector1 that lets you pick your new ship; continue.sav gets deleted after you're 'done with it' (start a new game, go to hangar etc) ... Grognak made this modmanager for easier distribution and you guys want to make a step back and start distributing hacked...
by shark
Sun Nov 11, 2012 1:59 pm
Forum: Working Mods
Topic: [MOD] Ghosts (v0.2)
Replies: 16
Views: 52599

Re: [MOD] Ghosts (v0.2)

So, I open this mod since it's relevant to my need of making robots playable... I go in to see how you reactivated ghosts... I see this - the WHOLE blueprints.xml is being passed as blueprints.xml.append - son, you only append what you changed - in other words you would append every single ship beca...
by shark
Sun Nov 11, 2012 1:23 pm
Forum: Mod Development
Topic: Shark Wars
Replies: 54
Views: 29279

Re: Shark Wars

For fucks sake, nobody else complained but you. Fine, I'll comment it out. Geez. In any case, i tried making new crew. short to say that adding new crewBlueprints and new people/robot_player_*.png assets didn't cut it - i couldn't make them starting people and my class was resolved as human. meh. i ...