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!
[MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Kieve
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
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
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
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 )
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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)
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
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!
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!
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
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)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!
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.
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
great mod, im excited for more updates!
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
You shouldn't redistribute resources.dat or data.dat.
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
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.
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.
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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
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.
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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