Search found 194 matches

by thashepherd
Wed Jan 23, 2013 5:53 am
Forum: Mod Development
Topic: Questions About Event Namespaces
Replies: 17
Views: 6165

Re: Questions About Event Namespaces

Yeah, I'm finding myself mistaken about a number of things regarding events. Shows how much I really work with them, eh? Guess I'll stick to the shipbuilding for now. :? Events are hilarious because there are a bunch of red herrings, and not everything in vanilla works. One file only exists because...
by thashepherd
Wed Jan 23, 2013 4:06 am
Forum: Mod Development
Topic: Modding possibilities in FTL
Replies: 8
Views: 3538

Re: Modding possibilities in FTL

For #9, you can't do a damn thing about arranging events inside a particular sector; you can just adjust the number and proportion of events. BTW, even if you create a sector with NO events inside it, you'll still get events which are picked from the "NEUTRAL" list in newEvents.xml. Or pos...
by thashepherd
Wed Jan 23, 2013 3:58 am
Forum: Mod Development
Topic: Kobayashi Maru/Simulation Mod?
Replies: 4
Views: 2595

Re: Kobayashi Maru/Simulation Mod?

There's a practical way to do this, as I do something similar to test Sonata. Someone could write a simple script to edit events.xml and sectorData.xml to create a test event spawning a ship of your choice with a near-100% probability on the first hop of a new game. (I say near-100% because it's har...
by thashepherd
Wed Jan 23, 2013 3:54 am
Forum: Mod Development
Topic: Questions About Event Namespaces
Replies: 17
Views: 6165

Re: Questions About Event Namespaces

I'm not 100% clear on what you're asking, but as I understand it, Events.xml is shared across all sectors and instances. Events_ships.xml is likewise universal, but tied to ship (defeat) events - escape, deadcrew, destroyed, and the like. Any calls to an eventlist from those instances should point ...
by thashepherd
Wed Jan 23, 2013 3:38 am
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 81619

Re: [Modding]Creating your own weapons

Thanks. I was aware of how <rarity> worked, sort of a brain fart to expect duplicate functionality from <locked>. Mantis, you may be right, although things like that are difficult to test without mauling the code base. EDIT: After examining the wiki, it seems like only/mainly Ion and Bomb weapon hav...
by thashepherd
Fri Jan 18, 2013 4:58 am
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 38146

Re: [Mod][Wip] Robotic Cruiser v0.2

BEAM_CUTTING has a breach chance of 150 :)

Overall, I like it. Creative weapons, great to see someone else getting his feet wet!
by thashepherd
Thu Jan 17, 2013 9:00 pm
Forum: Working Mods
Topic: [MOD] DronesPlus 0.7.8
Replies: 45
Views: 93482

Re: [MOD] DronesPlus 0.6.1

You can make sector-specific rarity lists!?

Thank you. Thank you so damn hard.
by thashepherd
Thu Jan 17, 2013 6:22 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 81619

Re: [Modding]Creating your own weapons

Bringing back this thread for a quick question - is anyone aware what the <locked> tag means? Example: <weaponBlueprint name="BOMB_FIRE"> <type>BOMB</type> <title>Fire Bomb</title> <short>Fire B.</short> <locked>1</locked> My assumption right now is that it prevents the weapon from appeari...
by thashepherd
Thu Jan 17, 2013 6:13 am
Forum: Working Mods
Topic: [MOD][NEW RELEASE] Sonata 7a TC
Replies: 139
Views: 116611

Re: [MOD][RELEASED] Sonata 7 TC

Do you think you could make a version of this mod that doesn't have the different soundtrack or new main menu background. I tried deleting the music (not sound effects) folder but then the mod just simply didn't work so maybe you could make it? To make that work you're going about it wrong. You'd h...
by thashepherd
Thu Jan 17, 2013 5:51 am
Forum: Mod Development
Topic: What do you use to edit code?
Replies: 3
Views: 2284

Re: What do you use to edit code?

I edit the XML in Notepad++ instead of standard notepad.

Kieve's script is pretty slick - I manually .zip my development folder and add it using GMM instead.