Search found 22 matches
- Mon Jul 27, 2020 10:54 pm
- Forum: Mod Development
- Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- Replies: 1284
- Views: 678466
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
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 nam...
- Sun Jul 26, 2020 6:10 am
- Forum: Working Mods
- Topic: 6 Best FTL Mods You Can't Play Without
- Replies: 3
- Views: 4049
Re: 6 Best FTL Mods You Can't Play Without
... and a lot of stuff that definitely isn't lore friendly despite the mod claiming to be... This one always got me. It's a weird claim to make - either say "New, Expansive, Original Lore!" or actually endeavor to make it lore friendly. But it's not in line with the sort of stuff you see ...
- Fri Jul 24, 2020 5:01 am
- Forum: Working Mods
- Topic: [HARD-CODED] FTL: Hyperspace
- Replies: 98
- Views: 113123
Re: [HARD-CODED] FTL: Hyperspace
That's a shame. It'd be cool to have some way of achieving this in a future version (although incidentally, if someone were to crack the issue of race-specific names it would also solve this inadvertently, if you think about it).
- Fri Jul 24, 2020 12:28 am
- Forum: Working Mods
- Topic: [HARD-CODED] FTL: Hyperspace
- Replies: 98
- Views: 113123
Re: [HARD-CODED] FTL: Hyperspace
Awesome, thanks for the quick reply. DamageTaken could actually be really cool for custom races, if that's the case - super durable in combat, but weak to other forms of damage. One last thing I was wondering - can custom races have genders, and if so, how? Even if it uses the same sprite sheets as ...
- Thu Jul 23, 2020 4:08 am
- Forum: Working Mods
- Topic: [HARD-CODED] FTL: Hyperspace
- Replies: 98
- Views: 113123
Re: [HARD-CODED] FTL: Hyperspace
So I come back after a few months absence and discover that pretty much everything I wanted to see in Hyperspace is there now, + some things I didn't know I needed until I saw them (locked/hidden augments!!!). Outstanding job, huge congrats to the team. Had some questions about the actual mod (which...
- Thu Mar 05, 2020 1:43 am
- Forum: Mod Development
- Topic: [WIP] Shells - new race
- Replies: 3
- Views: 4904
Re: [WIP] Shells - new race
If you decide to add a sector but don't want to be bothered writing flavor text for events, I'd be interested in helping out there.
- Mon Jan 20, 2020 12:05 am
- Forum: Working Mods
- Topic: Master Mod List - Advanced Edition
- Replies: 223
- Views: 948988
Re: Master Mod List - Advanced Edition
My idea was for an OP mod based on the Federation A. Since the artillery use one system slot, I wanted a mod that gave you an extra system slot. For balance, it would not allow you to have teleportation. The ship would be a pure gunship, and as such it would allow up to 16 power bars in weapons and...
- Sun Jan 12, 2020 2:06 am
- Forum: Working Mods
- Topic: Master Mod List - Advanced Edition
- Replies: 223
- Views: 948988
Re: Master Mod List - Advanced Edition
Are there any modders still on this game? I have a idea for one but do not have the knowledge/ability to do it. I would appreciate help. :) I do a bit of modding in free time, but don't currently have a way to distribute my .ftl files. I don't really do commissions, but would be interested to hear ...
- Sat Jan 04, 2020 12:05 am
- Forum: Working Mods
- Topic: [HARD-CODED] FTL: Hyperspace
- Replies: 98
- Views: 113123
Re: [HARD-CODED] FTL: Hyperspace
I’ve got a stupid Mac so can’t play around with this at all but the first thing that popped into my mind was to create the most illusive race of all. GIANT Alien Spiders!!! Would have done this if I was a spriter. I think it would be epic if there was an event where they invaded your ship - I am im...
- Sat Dec 28, 2019 12:47 am
- Forum: Mod Development
- Topic: Orchids - new race
- Replies: 5
- Views: 5756
Re: Orchids - new race
Hyperspace just got an update that should allow for an Oxygen Change Multiplier - with it + a small fix or two you can probably get the oxygen gimmick working now (although it sounds like it's still a touch buggy).