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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sun Nov 24, 2019 11:57 am
by SerCactuel
So,I'm new here on the forums but I've been playing CE:Infinite and CE:Infinite Endless Loot together for QUITE a while,and I'm afraid the game just can't load certain weapon reskins/textures,as it just freezes RIGHT BEFORE loading them.
Be aware that I'm talking about Endless Loot weapon reskins specificly,and ONLY them.
So,I jumped to a node where I'm in an AI construction hangar,an uncommon sight,but nothing too much to handle...
OH BUT WAIT,when the dialogue screen pops up,it presents me with only ONE option,which is to continue. As soon as I click "Continue",the game freezes solid and crashes every time. I have backed up the save so at the very least I can keep reloading it EVEN IF it isl ost during a crash.
Heres what it looks like: https://steamcommunity.com/sharedfiles/filedetails/?id=1919949921
If ANYONE knows how to fix this issue,PLEASE respond! I'm positive the issue is with CE: Infinite Endless Loot,but I have no idea what to do and I'm desperate =(

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Thu Dec 12, 2019 5:05 am
by Engi-nious
Anyone know of a way to get the larger "flagship" enemy HUD applied to enemies other than the flagship? Basically a way to simulate "boss" fights without using the actual flagship. Trying to fit a player ship on the side without shrinking it like most similar mods would do.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Thu Dec 12, 2019 6:18 am
by bamalf
This is not possible since it is a hardcode thing.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Thu Dec 12, 2019 8:03 am
by Engi-nious
bamalf wrote:This is not possible since it is a hardcode thing.

Well, that's just fantastic.
Thanks anyway tho

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Fri Jul 03, 2020 7:59 pm
by TheMultiverseTeam
Unfortunately no, you can only check for crew type, not crew name.
FTL used to have some minor name functionality a while ago (like events being able to refer to the person who just died by name) but it has since been broken in recent updates iirc.

If you're using hyperspace, you could create a duplicate race with a new ID, so that the event checks for that instead.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Jul 27, 2020 10:54 pm
by Engi-nious
Two questions about things that I don't know the achievability of:

- Is there a way to make a store in an event reference a specific rarity list? Or will all stores refer to the rarity list of the sector, no matter what?
- Is there some technique for spawning an enemy crew member with a specific name? Doesn't matter whether or not they are a boarder or a shipboard crew.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Aug 11, 2020 7:33 am
by karan123
In the shield framework's outline, there's the <upgradeCost> component that administers levels reachable by means of in-game update menu. I'm not actually sure what the "fanciful" level is utilized for, however *shrug*

As far as anyone knows adversaries are not limited by this and can have an arrangement of whatever level.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Nov 23, 2020 8:06 pm
by Z_Ace
How difficult is it to mod in new/duplicate species? And where is that information kept?

I downloaded that Duskbringer mod because the screenshots of it seemed to show it having other species, and I figured I could just learn from it. Yet, for the life of me, I can't find were that information is actually kept. There's graphical data in img/people, but surely the game wants more than just that?

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Nov 24, 2020 3:40 pm
by TheMultiverseTeam
New crew is only possible with hyperspace, so the statistics are kept in hyperspace.xml, the blueprint in blueprints.xml, and the animation code in animations.xml.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Nov 24, 2020 7:16 pm
by Alvarin
Greetings!
I'm making a ship with several non-standard room sizes ( 1x1 ) and am having issues with manning glows. They do not appear.
Elsewhere in these forums there was a solution to add " room_ " in the XMLs, but I do not understand the suggestion.
Can someone give me instructions as to what change or rename?
EDIT - I am trying to use the standard glow-1-2-3 and pilot glow 1-2-3.
Thanks!