Search found 43 matches
- Sat Oct 13, 2012 10:11 pm
- Forum: Mod Development
- Topic: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Replies: 54
- Views: 108220
Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
I think the difference was that the Creeper doesn't cause any breach chance, whereas the breach bomb has a 100% chance to. Still a bit overpowered I guess, so I'll change that for you whenever the next real FTL update comes around. (I'm hoping to rework events then)
- Wed Sep 26, 2012 3:33 am
- Forum: Mod Development
- Topic: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Replies: 54
- Views: 108220
Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
A bit late in posting, but I've tested 1.1 and it seems to work just fine now - no more conflicts. I do notice the _MacOSX folder/files sitting dormant in the .ftl but they don't seem to actually affect anything, at least on my end. All the same, I have a "scrubbed" version without the we...
- Tue Sep 25, 2012 9:59 pm
- Forum: Mod Development
- Topic: [Modding] R&D and current findings
- Replies: 134
- Views: 118376
Re: [Modding] R&D and current findings
well can you explain how the removal of the damaged stasis pod? It appears to be hardcoded. Nothing in the event files indicates removal of anything. String reference in the binary at 0x006A52EB into the RAM on load: "STATUS_POD". (Augments are all referenced in the string table like this...
- Mon Sep 24, 2012 2:19 pm
- Forum: Mod Development
- Topic: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Replies: 54
- Views: 108220
Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
I get an error using this with mod manager that there is an unsupported directory. Directory listed is _MacOS. Yes, that underscore is meant to be there. When applying this mod via mod manager, no mods applied function. Odd. I thought I had removed it via mod manager . . . then I found a phoenix mi...
- Mon Sep 24, 2012 1:46 am
- Forum: Mod Development
- Topic: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Replies: 54
- Views: 108220
Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
Just a post saying the mod is now updated with .append files, new textures for some of the weapons, and the weapon rebalancing.
- Mon Sep 24, 2012 1:34 am
- Forum: Working Mods
- Topic: [SHIP] Obsidian Cruiser v1.3
- Replies: 170
- Views: 217133
Re: [MOD] Obsidian Cruiser v1.0
Figured out the issue with Weaponanza. For now, just make sure GMM is loading the Obsidian Cruiser after Weaponanza - if you let it run alphabetically, Weaponanza overwrites all the changes I made to animations.xml, autoBlueprints, and Blueprints. In the mean time, now that I'm home, I can iron out...
- Sun Sep 23, 2012 10:25 pm
- Forum: Discussion
- Topic: Secret ship
- Replies: 11
- Views: 10658
Re: Secret ship
It's mostly just luck. I'd probably maximize chances of getting the stasis pod first (I forget where you get that), and then visit zoltan areas. Rock homeworlds always appears in the last half of the map, so you don't have to worry about it until you get the crystal member first
- Sun Sep 23, 2012 10:23 pm
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1110078
Re: Grognak's Mod Manager
Patch notes: - Added custom subdirectory support - Added an option to be able to use .zip files Mind elaborating these 2? Can I now use any sort of file structure below the given root folders? F.e./img/AW/*.png What exactly do you mean by option? It's a toggle in the modman.ini, I guess? Yes Alblak...
- Sun Sep 23, 2012 9:53 pm
- Forum: Mod Development
- Topic: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Replies: 54
- Views: 108220
Re: [MOD] Weaponanza! (16 Weapons added)
I've been noticing a few complaints in the Obsidian Cruiser thread that our mods conflict. I looked into it and saw your mod doesn't make use of the .append function in GMM. Could you perhaps consider culling your changes to animations.xml, blueprints, etc, and listing them as .xml.append instead? ...
- Sun Sep 23, 2012 1:32 pm
- Forum: Mod Development
- Topic: [Modding] R&D and current findings
- Replies: 134
- Views: 118376
Re: [Modding] R&D and current findings
Hmm, i'm curious if the adding weapons method will be usable to add new races into the game... probably not, but i do want to attempt to add a few new races if possible. should just be able to add the race in normally, and any event that doesnt give a specific crew type will have a chance for it (a...