[MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Kieve
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby Kieve » Wed Sep 26, 2012 2:26 am

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 weird Mac bits, if you'd like to add that as a DL option.

Thanks for getting this fixed up!
buzzyrecky
Posts: 43
Joined: Wed Sep 19, 2012 8:15 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby buzzyrecky » Wed Sep 26, 2012 3:33 am

Kieve wrote: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 weird Mac bits, if you'd like to add that as a DL option.

Thanks for getting this fixed up!

No problem, and thanks to you too :3

I could fix it, but if it isn't doing anything I'll just have them removed in the next update
Kerch
Posts: 3
Joined: Thu Oct 04, 2012 5:05 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby Kerch » Sat Oct 13, 2012 9:50 pm

Lovin the mod! After a few playthroughs and use of about half the new weapons, I can't see any problems besides the creeper bomb. Breach II : 2 cost, 17 sec, 3 personnel / system damage. Creeper Bomb: 2 cost, 15 sec, 3 personnel / system / HULL damage. Please make this cost 3, if not 4. (I'd still use it :P )
buzzyrecky
Posts: 43
Joined: Wed Sep 19, 2012 8:15 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby buzzyrecky » Sat Oct 13, 2012 10:11 pm

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)
deathbyfire222
Posts: 2
Joined: Mon Oct 15, 2012 7:14 pm

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby deathbyfire222 » Mon Oct 15, 2012 7:18 pm

Just came across a shop. Out of curiosity I checked how much the duel laser X was worth.

Sooooomething tells me it's worth more than 1 scrap. If this was intentional, fine. If not, look into it =].

Great mod! Haven't seen all of the weapons but looks good!
buzzyrecky
Posts: 43
Joined: Wed Sep 19, 2012 8:15 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby buzzyrecky » Mon Oct 15, 2012 10:17 pm

deathbyfire222 wrote:Just came across a shop. Out of curiosity I checked how much the duel laser X was worth.

Sooooomething tells me it's worth more than 1 scrap. If this was intentional, fine. If not, look into it =].

Great mod! Haven't seen all of the weapons but looks good!
All the X items can only be sold for 1 scrap (at least for now), as they're incomplete prototypes of the upgraded versions (or something... idk, I just randomly decided it'd be like that)

and thanks! It might actually take awhile for you to see all the weapons (especially since one of them only exists in the secret sector). Hopefully I'll be able to rework the events soon.
jeme223
Posts: 30
Joined: Tue Sep 18, 2012 12:31 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby jeme223 » Mon Oct 22, 2012 4:06 am

great mod, im excited for more updates!
thomasfn
Posts: 34
Joined: Fri Sep 21, 2012 7:04 pm

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby thomasfn » Mon Oct 22, 2012 12:20 pm

You shouldn't redistribute resources.dat or data.dat.
buzzyrecky
Posts: 43
Joined: Wed Sep 19, 2012 8:15 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby buzzyrecky » Mon Oct 22, 2012 10:13 pm

I'm fairly certain the game can't be played with just those two files anyway, so what does it matter, really?

I've had a good amount of downloads for them, so I'm guessing not everyone uses the mod packing program... and taking those away would be unfair to them, I think.
boa13
Posts: 829
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Location: Nantes, France

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby boa13 » Tue Oct 23, 2012 6:03 am

It's quite simply illegal. Please remove the download to the files ASAP.

I'm sure other people in this sub-forum can help you convert your mod to the ftl mod format. Just ask. :)
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