Search found 405 matches

by Biohazard063
Wed Nov 12, 2014 6:53 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 47847

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Alright, time for a small update on the progress : It's not going well... Well, not entirely true, been talking with Rann L and he's given me a bunch of help so far. So what I've got so far is the following : The code RannL gave me <mod:findLike type="eventList"> <mod:findLike type="e...
by Biohazard063
Tue Nov 11, 2014 9:05 am
Forum: Working Mods
Topic: [Ship Randomizer] The Randtrel v1.3.0
Replies: 301
Views: 207665

Re: [Ship Randomizer] The Randtrel v0.14.0

Right, time to give my honest opinion on this one. So I've been using it for quite awhile now, ever since it was recommended to me by...? Anyway, I'm enjoying it, it greatly breaks away from the vanilla layouts getting rid of the boredom that they eventually suffer from. Yes, event those CE gives th...
by Biohazard063
Tue Nov 04, 2014 8:22 am
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6620
Views: 4263014

Re: FTL Captain's Edition 1.263/Inf 1.26/EL 1.26b

Also, I hate radiation weapons. It seems every other ship as well has an O2 drainer. Did I say anything before about not minding radiation weapons? Well now I do! Arrghh! Doesn't the radiation get stopped (anymore) by a level 3 O2 system? Probably not the highest on the priority list on the Infinit...
by Biohazard063
Sun Nov 02, 2014 5:26 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 47847

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Alright, I can work with this I think. Thanks ! So something along these lines then? If I want to give it the same rewards that slug gel gets... <event name="TRADER_CIV"> <text load="TRADER_CIV" /> <ship load="CIVILIAN_SHIP" hostile="false" /> <choice> <text>T...
by Biohazard063
Sun Nov 02, 2014 7:43 am
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 47847

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Very nice ship Biohazard063. Well done! Regarding your SLUG_GEL issue : Not a big expert of the SMM modding tags, but you can look at the short guide found in SMM's readme_modders.txt file. You will probably want to add an events.xml.append file with an SMM special tag which finds all event choices...
by Biohazard063
Fri Oct 31, 2014 3:35 pm
Forum: Working Mods
Topic: [Ship] Resonance vAE.1
Replies: 21
Views: 20782

Re: [Ship] Resonance vAE.1

Just finished the showcase of your Resonance + Crystal Cataclysm mod. Using both at the same time, split into two episodes of about 55min each. They'll go up on 11/11 and 13/11. Just a heads-up, get ready to hear me complain about the 1-slot teleporter... a lot. :lol: I do end up coming to terms wit...
by Biohazard063
Fri Oct 31, 2014 7:33 am
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 47847

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

I'd help you with the Slug Gel thing, but I've been quite busy lately. Sorry. It's actually not a very difficult thing to change the events, IF you already know what you're doing. But it may be too much work for you to bother with. It would involve use of the special Slipstream mod commands and stu...
by Biohazard063
Thu Oct 30, 2014 9:00 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 47847

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

That would require changing every single piracy choice in the mod. Which are quite a few events strewen over different files. Well, the events for the different sectors are store in /data/events_*faction_name*.xml.append. Augment blueprints are stored in data/blueprints.xml.append. So the blue opti...
by Biohazard063
Thu Oct 30, 2014 3:44 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 47847

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

You don't need to create a duplicate augment. You could change the name of it and the text of the piracy/betrayal events that use it in CE. That would make the Slugs ships act different when your ship is installed, but that isn't really an issue. Where do I find the augments stuff anyway? Unpacked ...
by Biohazard063
Thu Oct 30, 2014 10:21 am
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 47847

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Biohazard, the ship must have n+4 weapon mounts to correctly use n artillery systems. With your ship only presumably having one artillery, n is 1, so n+4 is 5, and you must have 5 weapon mounts. (Even if you're going with 3, 2, 1 or 0 weapon slots.) Yeah... Figured that out by consulting the google...