Search found 2297 matches
- Sun May 12, 2013 5:22 pm
- Forum: Working Mods
- Topic: New Enemy Classes 0.95
- Replies: 32
- Views: 50645
Re: New Enemy Classes 0.95
The Slug Gas Miner has a detached third gun mount. Also, are First Sector enemies supposed to have 4 combined weapons and drones? I ran into a ship with Basic Laser, 2 Mini-Beams, and a Beam Drone. I couldn't take anything out before they fired even if I wanted to, as Weapons was the first thing th...
- Thu May 09, 2013 8:51 am
- Forum: Working Mods
- Topic: New Enemy Classes 0.95
- Replies: 32
- Views: 50645
Re: New Enemy Classes 0.95
Yes I noticed that the AI doesn’t seem to know how to use the repair drones efficiently. I still gave it to them to give them a more distinct combat style, but I'm not completely satisfied with them and didn't test them much on higher sectors. Giving them more drone-parts would make them effectively...
- Wed May 08, 2013 8:02 pm
- Forum: Working Mods
- Topic: New Enemy Classes 0.95
- Replies: 32
- Views: 50645
Re: New Enemy Classes 0.95
Yeah, I was already think about putting together a compilation of lore friendly mods after I finished this space stations thing I'm working on. Will still take a while though, probably end of this month. It will be called FTL Captains Edition.
- Tue May 07, 2013 8:58 pm
- Forum: Working Mods
- Topic: New Enemy Classes 0.95
- Replies: 32
- Views: 50645
Re: New Enemy Classes 0.9
0.95 released: -Some ship offsets fixed, a few might still not be centred correctly, please report that here. (shoutout to kartoFlane for implementing optimal offset calculating for enemy ships in the last editor update) -Drone carrier start without weapons across the board now. They also have weake...
- Tue May 07, 2013 1:31 pm
- Forum: Working Mods
- Topic: Balanced Arsenal Mod 1.2/1.12b
- Replies: 61
- Views: 95592
Re: Balanced Arsenal Mod 1.12/1.12b
I'll be off the grid for some weeks, but left you a tiny addon that gives Balanced Arsenal weapons to all standard player ships. I didn't do much testing for that, but it should work correctly for the most part. Some ships might be a little stronger and some a little weaker with the new weapons. The...
- Mon May 06, 2013 10:47 am
- Forum: Mod Development
- Topic: Fight Stations: No engines/piloting?
- Replies: 37
- Views: 26082
Re: Fight Stations: No engines/piloting?
Oh well, so many event files. Does anyone know if it is really necessary to put, lets say, Engi sector events in events_engi.xml.append ? The game seems to have no problem to access IDs from different XML files. I guess they are smudged together into the data file anyway upon patching Grognaks right...
- Sat May 04, 2013 11:10 pm
- Forum: Mod Development
- Topic: Fight Stations: No engines/piloting?
- Replies: 37
- Views: 26082
Re: Fight Stations: No engines/piloting?
That will depend on faction and class. Pirates, Rock, and Mantis will have them available. There probably will be one designated Mantis station class that always starts with a teleporter. Other faction might still have them available for certain classes of station, like the federation medical station.
- Sat May 04, 2013 7:11 pm
- Forum: Mod Development
- Topic: Fight Stations: No engines/piloting?
- Replies: 37
- Views: 26082
Re: Fight Stations: No engines/piloting?
Progress! All gibs done - the events are next. It is planed that stations will probably appear in less than 20% of hostile becons. The stations of each faction will have a set of different custom events to spawn them. So generally encounters with stations will be set apart from normal ship fights an...
- Wed May 01, 2013 7:53 pm
- Forum: Working Mods
- Topic: New Enemy Classes 0.95
- Replies: 32
- Views: 50645
Re: New Enemy Classes 0.9
I PMed you about if/how we want to cooperate on this. 

- Wed May 01, 2013 4:46 pm
- Forum: Working Mods
- Topic: New Enemy Classes 0.95
- Replies: 32
- Views: 50645
Re: New Enemy Classes 0.9
Sweet! That really looks faster and more manoeuvrable than the fighter. Like it a lot. Did you do gibs as well?