Search found 112 matches

by TheFallenAngel359
Fri Apr 24, 2015 7:35 pm
Forum: Working Mods
Topic: [SHIP][AE] The ScrapBoat V2.0 (Type B released!)
Replies: 24
Views: 19085

Re: [SHIP][AE] The ScrapBoat V1.2

I didn't know that this was possible. Does that mean that a modded Kestrel will have the engine affects, no matter what?
by TheFallenAngel359
Fri Apr 24, 2015 5:01 pm
Forum: Working Mods
Topic: [SHIP][AE] The ScrapBoat V2.0 (Type B released!)
Replies: 24
Views: 19085

Re: [SHIP][AE] The ScrapBoat V1.2

It is not possible to make the engines "flare up" when they are powered. That effect is hardcoded into the game.
by TheFallenAngel359
Thu Apr 23, 2015 6:36 am
Forum: Mod Development
Topic: Random Ideas
Replies: 18
Views: 10291

Re: Random Ideas

If there were an augment that allowed you a 50% (or even 75 to 100%) chance of finding a shop at the start beacon, that would be cool. 'Hyperwave Market Transmitter' or something. Well, it's relatively easy to include it as an event, as stylersj said. Just add a choice at the beginning of the secto...
by TheFallenAngel359
Wed Apr 22, 2015 8:44 pm
Forum: Mod Development
Topic: Random Ideas
Replies: 18
Views: 10291

Re: Random Ideas

I really like the first idea. A store appearing on the first jump would be great. However, like stylersj said, I would change it to make it have a chance to appear.
by TheFallenAngel359
Wed Apr 22, 2015 4:30 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Nebula Drifter
Replies: 19
Views: 17600

Re: [Ship][AE][CE ready] The Nebula Drifter

I ended up not streaming... My OBS settings were messed up. Anyways, I'll try to stream sometime this week. And the video would probably be a good idea as well.
by TheFallenAngel359
Tue Apr 21, 2015 5:35 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Nebula Drifter
Replies: 19
Views: 17600

Re: [Ship][AE][CE ready] The Nebula Drifter

Well, I found the mod I'll be showcasing tonight. This ship looks like it could be challenging... but it sure is interesting.I can't wait to play! :D
by TheFallenAngel359
Wed Apr 15, 2015 7:35 pm
Forum: Working Mods
Topic: Superluminal custom ships (accepting requests)
Replies: 35
Views: 26965

Re: Superluminal custom ships (accepting requests)

Not a custom ship request, but how would one go about creating gibs? I have yet to figure it out.
by TheFallenAngel359
Mon Apr 13, 2015 8:14 am
Forum: Mod Development
Topic: [Question] Is it possible to make a "damaged" ship?
Replies: 20
Views: 6134

Re: [Question] Is it possible to make a "damaged" ship?

Ah, damn. I wanted to make a weapon like that, but I guess I can't...

Wait, doesn't CE have a beam like that?
by TheFallenAngel359
Mon Apr 13, 2015 4:32 am
Forum: Mod Development
Topic: [Question] Is it possible to make a "damaged" ship?
Replies: 20
Views: 6134

Re: [Question] Is it possible to make a "damaged" ship?

On a not-so-similar note, is it possible to create a weapon that you cannot target a specific room with (like the Artillery Beam)?
by TheFallenAngel359
Mon Apr 13, 2015 1:52 am
Forum: Mod Development
Topic: [MOD] [WIP] FTL: Otherspace
Replies: 70
Views: 45652

Re: [MOD] [WIP] FTL: Otherspace

I apologize for the spam. I was seriously short-staffed, but luckily I found many people to help me with the project. It should be much less common not.