Search found 789 matches

by RAD-82
Sun Dec 15, 2013 7:25 pm
Forum: Working Mods
Topic: [SHIP] The Enforcer (No-power Zoltan boarding ship)
Replies: 16
Views: 24322

[SHIP] The Enforcer and The Scavenger

Please make it for the Noether as well. After this request, I submitted an idea to 5thHorseman the next day, but he wasn't all that interested in it. It was slightly different than this finished product that I'm presenting now, but mostly the same idea, so it still might not be all that great. I se...
by RAD-82
Thu Dec 12, 2013 10:01 pm
Forum: Stories & Storytelling
Topic: Thanks for the experience, YouTubers!
Replies: 16
Views: 10033

Re: Thanks for the experience, YouTubers!

Session Fourteen: Retrying the Torus This one turned out really well. Sector 2: Had a close call when three humans boarded me at a sun. I couldn't use air to my advantage, and I had to jump. Got boarded by two Mantis. :o My two Engi and one Human couldn't fight all five of them very well, so I lost ...
by RAD-82
Thu Dec 12, 2013 3:33 am
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 754
Views: 1328714

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Btw, I see you're editing START_BEACON in particular. That was just a test for my dual choice appending, and also the hidden attribute, since I wasn't quite sure what that did. It answered both for me. :) You may want to look at kartoFlane's "Universal Starting Beacon" framework ( link ) ...
by RAD-82
Tue Dec 10, 2013 6:35 pm
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 754
Views: 1328714

Re: Slipstream Mod Manager v1.4 (2013-09-20)

I'm really liking the <mod-append:...> feature. It's much nicer to append choices rather than completely replace events. Wrong code example: <mod:findName type="event" name="START_BEACON"> <mod-append:choice req="engines" lvl="1"> <text>See stuff?</text> <even...
by RAD-82
Mon Dec 09, 2013 9:45 pm
Forum: Stories & Storytelling
Topic: Thanks for the experience, YouTubers!
Replies: 16
Views: 10033

Re: Thanks for the experience, YouTubers!

Session Thirteen: The Red-Tail This one seemed like a struggle on the weapon side of things. Due to an early teleporter and my starting Mantis, I was able to scrape by until I finally received better weapons. I traveled to the Engi Homeworlds (4), but never got an Engi or the stealth ship quest. Nex...
by RAD-82
Sat Dec 07, 2013 12:22 am
Forum: Working Mods
Topic: [Ship] Candy Pain Tree vAE.1
Replies: 16
Views: 18898

Re: [Ship] Candy Pain Tree

That was very generous of you with the no swearing, and quite fun to watch. Such a close one at the end. I was hoping the tree bark would've saved you. I blame the Zoltans for not bringing that fourth shield back online. :P Now that you pointed it out, I probably should've increased the oxygen level...
by RAD-82
Fri Dec 06, 2013 10:37 pm
Forum: Stories & Storytelling
Topic: Thanks for the experience, YouTubers!
Replies: 16
Views: 10033

Re: Thanks for the experience, YouTubers!

Session Eleven: More modding, with a holiday theme. The Candy Pain Tree! I don't really care much about the name. :roll: It certainly isn't my strong point. Session Twelve: The Noether I upgraded my shields to one bar at the end of sector one. I destroyed a ship and got a anti-bio beam, but I never ...
by RAD-82
Fri Dec 06, 2013 12:51 am
Forum: Working Mods
Topic: [Ship] Candy Pain Tree vAE.1
Replies: 16
Views: 18898

[Ship] Candy Pain Tree vAE.1

https://steamuserimages-a.akamaihd.net/ugc/792941440034239903/C05FB3ED5225758600462B11F5A00FF5A65AAC56/668x376.resizedImage Install with Slipstream Mod Manager MediaFire Download Link AE.1 - Replaces Kestrel-A Initial Release: -No version number Update for AE.1: -Updated for AE compatibility -Remov...
by RAD-82
Wed Dec 04, 2013 9:17 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1277
Views: 511674

Re: Questions here: an inquiry thread. Updated Nov 8th, 2013

Sorry, that doesn't help. It feels like the descriptions for system upgrades might be hardcoded. I just don't see any files listing cooldown lengths for the artillery.
by RAD-82
Wed Dec 04, 2013 1:51 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1277
Views: 511674

Re: Questions here: an inquiry thread. Updated Nov 8th, 2013

My latest ship, Frankenstein, replaces the Artillery Beam with a different weapon. It has a 10/8/6/4/2 second cooldown, but the upgrade screen still says the 50/40/30/20 second cooldown + 25 second cloak for level 5.

Is there a way to change that text? I haven't been able to find anything yet.