Search found 29 matches

by TheKillerNacho
Thu Oct 11, 2012 6:15 pm
Forum: Technical Support and Bugs
Topic: [Bug?] Zoltan activates deactivated weapon slot
Replies: 5
Views: 3177

Re: [Bug?] Zoltan activates deactivated weapon slot

I've always found Zoltans a bit annoying for this reason. Of course, their benefits greatly outweigh their annoyances. What happens to me all the time with Zoltans is that a Zoltan will walk through a system room, power it, leave into an empty room, and accidentally turn off the system. This is espe...
by TheKillerNacho
Mon Oct 08, 2012 7:40 pm
Forum: Tips, Strategy & Guides
Topic: Zoltan Exploit?
Replies: 4
Views: 3733

Re: Zoltan Exploit?

Heh...

I've been known to take advantage of this bug before entering the Final Stand. It will be fixed eventually, I'm sure.
by TheKillerNacho
Mon Oct 08, 2012 7:37 pm
Forum: Discussion
Topic: The DA-SR 12 is godawful and needs a buff.
Replies: 37
Views: 22926

Re: The DA-SR 12 is godawful and needs a buff.

Granted, its a tough ship to use early in the game. Its especially prone to losing to an unlucky jump in Sector 1. However, its starting gear is extremely powerful. If you build it right and have a (relatively) lucky first couple sectors, the DA-SR12 is one of the more powerful late-game ships, one ...
by TheKillerNacho
Mon Oct 08, 2012 4:18 pm
Forum: Working Mods
Topic: [MOD] Custom Ships 0.6 beta UPDATE
Replies: 20
Views: 51962

Re: All ships mod 0.1 beta

A few things...

1. Screenshots?

2. Which ships do they replace?
by TheKillerNacho
Mon Oct 08, 2012 4:15 pm
Forum: General Off Topic
Topic: Speaking of FTL... Warp Drive may be feasible scientists say
Replies: 11
Views: 8083

Re: Speaking of FTL... Warp Drive may be feasible scientists

Warp Drive / FTL travel does not fit into our current physics model, so there is no reason to believe at this time that it is possible. However, physics has evolved enormously since its "creation" of a field by Isaac Newton, and it is incredibly unlikely that our current physics model is f...
by TheKillerNacho
Fri Oct 05, 2012 10:14 pm
Forum: Working Mods
Topic: [MOD] Ghosts (v0.2)
Replies: 16
Views: 50163

Re: [MOD] Ghosts (v0.2)

I opened the code and noticed you replaced the human tooltips with the ghost tooltips. Can't you just add another section for ghosts and leave the human tooltips as-is?

Unless it is hard-coded for Ghosts to use the Human tooltip?
by TheKillerNacho
Fri Oct 05, 2012 1:09 pm
Forum: Working Mods
Topic: [MOD] Ghosts (v0.2)
Replies: 16
Views: 50163

Re: [MOD] Ghosts

Cool mod! I'm going to check this out.
by TheKillerNacho
Thu Oct 04, 2012 6:28 pm
Forum: Discussion
Topic: What features would you like to see in a sequel to FTL
Replies: 21
Views: 10432

Re: What features would you like to see in a sequel to FTL

I don't think FTL2 will come for awhile, if ever. Its an indie game, and it just came out. However, once the devs get all the bugs fixed and stuff, I would love to see content updates & even paid DLCs to make this FTL that much better. I heard before that the devs were considering putting in a &...
by TheKillerNacho
Tue Oct 02, 2012 9:26 pm
Forum: Working Mods
Topic: Additional Events & Texts (AET)
Replies: 80
Views: 94350

Re: [MOD] FTL: Additional Events & Texts (AET)

I've been waiting for an extra event mod to be released. To be honest, though, with only one event added in your first version, you probably should've waited before releasing it or placed it in the WIP section. Still, I wouldn't mind contributing to this at all. Do you want events PMed to you? I wa...
by TheKillerNacho
Tue Oct 02, 2012 9:13 pm
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1170
Views: 848104

Re: Grognak's Mod Manager (v1.3)

Grognak wrote:Yes, if you append the same exact thing, the mod patched last will take priority.

There's an automatically-generated .txt file in the /mods/ folder that does what you suggest. :)


Ah, thank you!

It would be helpful if you could add this to the GUI, though. Just a suggestion for the next version.