Search found 66 matches

by Kiloku
Wed May 07, 2014 5:49 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6637
Views: 3577409

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Speaking of blueprints, I just had an idea for a special type of trade good: Weapon (or drone) blueprints. The idea is you get a blueprint for a base weapon, then you can go to a store and get it built to certain specifications. For example, when reaching a store: (the usual store options) 4. [Burst...
by Kiloku
Mon May 05, 2014 1:02 pm
Forum: Working Mods
Topic: [MOD]The NightHawk
Replies: 24
Views: 25396

Re: [MOD]The NightHawk

Most (if not all) ship mods were broken with AE.
by Kiloku
Sun May 04, 2014 8:54 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6637
Views: 3577409

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

So, this just happened on EL 0.98g for CE Infinite:

Image

Kinda funny.
by Kiloku
Wed Apr 30, 2014 3:41 am
Forum: Working Mods
Topic: [AE] [Ship] Beam Dream [1.5]
Replies: 14
Views: 9960

Re: [AE] [Ship] Beam Dream [1.3]

Rather unfortunate that its just a black square if used with captains edition. Meh Oh well :roll: Did you install the mods with the proper mod order? CE instructions say your mods have to be ordered as such: | Any non-ship not-CE-related mods you are using | Better Planets and Backgrounds | FTL Cap...
by Kiloku
Sat Apr 19, 2014 9:49 pm
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 52396

Re: [WIP] [Steampunk] Lighter than air

About oxygen, maybe you could take the reverse route and make all crew immune to suffocation damage? I think this is possible, but I might be wrong. Then you don't need to add O2 systems to any ship, as long as you remove the graphics and alerts for lack of O2.
by Kiloku
Sat Jul 27, 2013 12:45 pm
Forum: Mod Development
Topic: Questions for future mod
Replies: 9
Views: 3012

Re: Questions for future mod

You could make them have a lot more of Hull points than normal, at least. There isn't a max number, as far as I know. (Though it does bork the interface a bit, as the bar goes off screen)
by Kiloku
Tue Jul 16, 2013 1:11 pm
Forum: Mod Development
Topic: Questions for future mod
Replies: 9
Views: 3012

Re: Questions for future mod

I might be mistaken, but I think enemy ships can indeed have artillery weapons, and even better, they don't need to be beams!
I've seen an artillery laser a while ago, as the Yamato Cannon in someone's Starcraft Battlecruiser mod.
by Kiloku
Mon Jul 15, 2013 12:16 am
Forum: Working Mods
Topic: [MOD]Star Wars V1.3.1.02
Replies: 130
Views: 127225

Re: Star Wars

I made a YT-2000 a few weeks ago. Take a look: viewtopic.php?f=11&t=15618

You can add it to the mod if you want to. It's missing gibs, though.
by Kiloku
Sun Jul 14, 2013 11:02 pm
Forum: Working Mods
Topic: Aurora Class Battleship[SHIP]
Replies: 10
Views: 20504

Re: Aurora Class Battleship[SHIP]

Well, it apparently also starts with 60 ammo
by Kiloku
Sun Jul 14, 2013 10:54 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6637
Views: 3577409

Re: [open beta] FTL Captains Edition 0.962

I had a crash happen, and it's not the first time. Only happens when running this mod, kinda randomly when trying to jump to another system. I'm only running FTL CE 0.962 and DronesPlus, loaded in the correct order too.

EDIT: Woops, forgot the screenshot: http://i.imgur.com/kOgbeU9.jpg