Search found 183 matches

by alextfish
Thu Feb 14, 2013 4:58 pm
Forum: Mod Development
Topic: [Coding help?]Shutting down enemy systems
Replies: 1
Views: 1314

Re: [Coding help?]Shutting down enemy systems

There's one Rock event where this kind of thing is done. It's in events_rock.xml and looks like this: <status type="divide" target="enemy" system="engines" amount="2"/> So in theory it ought to be possible to make a bunch of encounter events offer a blue optio...
by alextfish
Thu Feb 14, 2013 4:46 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 206294

Re: [MOD][WIP] FTL: Overdrive

That's exciting to see! Keep it up!

If you want any help distilling the list of features down into an object design spec, or some other design tasks, let me know.
by alextfish
Wed Feb 13, 2013 2:41 pm
Forum: Mod Development
Topic: Is there a way to change the fight mechanics?
Replies: 1
Views: 1181

Re: Is there a way to change the fight mechanics?

No way to do that at the moment. It's tricky to figure out how to do it, but FTL Overdrive is hoping to.
by alextfish
Mon Feb 11, 2013 5:20 pm
Forum: Mod Development
Topic: [REQUEST] Slave I
Replies: 5
Views: 3134

Re: [REQUEST] Slave I

Superluminal , the new editor on the block, definitely sounds like it's a lot easier to use than the other options. There's also my tutorial, linked from my sig. Several of the steps will be a lot easier using Superluminal than using FTLEdit - step 7 in particular I think Superluminal does all for ...
by alextfish
Mon Feb 11, 2013 2:35 pm
Forum: Working Mods
Topic: [SHIP] My first ship. The C-1092
Replies: 10
Views: 15506

Re: [SHIP] My first ship. The C-1092

An alternate version has been made. I took out the human. Also, I don't know how to fix that door issue I will try to check it. Just a note. In my Starcraft mod there are three teleporter-focused ships: the Medivac, the Overlord and the Warp Prism. The Overlord has 3 Mantis and a Slug, and a 6 (!) ...
by alextfish
Mon Feb 11, 2013 1:59 pm
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 80576

Re: [Modding] R&D and current findings

anyone know if you can change the game parameters for having crew (e.g. make it so you dont need any crew at all) thus making it you only lose when you die? I believe the only way to do this is to start a ship off with no crew. (You could have the first event at the start beacon add several crew an...
by alextfish
Mon Feb 11, 2013 1:57 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1051
Views: 850165

Re: [MOD][WIP] FTL Infinite Space

FWIW, I love hi-res backgrounds, I always play with them included, and I'd be very happy to see any mod include hi-res backgrounds (as long as the original mod's author is OK with them being included).
by alextfish
Mon Feb 11, 2013 1:18 pm
Forum: Working Mods
Topic: [MOD] Starcraft Conversion v0.5: 18 new ships!
Replies: 58
Views: 103649

Re: [MOD] Starcraft Conversion v0.5: 18 new ships!

Thanks for the mirror. Toothycat.net is pretty reliable - it's run by a close friend of mine and hosts a number of artists' websites, so it can handle some pretty intensive traffic - but it's always fine to have other mirrors. (I'm not very keen on BayFiles, but whatever.) Thanks for zipping them up...
by alextfish
Fri Feb 08, 2013 5:12 pm
Forum: Mod Development
Topic: More than 8 crew?
Replies: 3
Views: 1794

Re: More than 8 crew?

Nice thought! :lol:
by alextfish
Wed Feb 06, 2013 5:36 pm
Forum: Working Mods
Topic: UP (Under Powered) Ship Challenge!
Replies: 12
Views: 5924

Re: UP (Under Powered) Ship Challenge!

So what ships was the original idea here meant to be done with? The 18 base ships? But then why is this in the mods forum? A modded ship? But the points system seems to benefit starting with more on your ship, not less. What behaviour are you trying to encourage in an UP ship challenge? Presumably, ...