Search found 112 matches

by TheFallenAngel359
Thu Mar 26, 2015 7:22 am
Forum: Working Mods
Topic: [Ship] Visionary
Replies: 8
Views: 8202

Re: [Ship] Visionary

As far as shields go, just add a shields system, give it a shield image, and modify shields so that they cost like 10,000 scrap, preventing impulse buys. You can then apply the Zoltan Shield augment.
by TheFallenAngel359
Thu Mar 26, 2015 1:01 am
Forum: Mod Development
Topic: [MOD] [WIP] FTL: Otherspace
Replies: 70
Views: 47865

Re: [MOD] [WIP] FTL: Otherspace

Thanks, I'm gonna need that luck. This is my first large modding project, and it will not be completed for quite a while (half a year to a year at the bare minimum). I'm hoping to have it up within the first three months of Clonebay's release, as I will have to learn Clonebay, finish translating C++...
by TheFallenAngel359
Wed Mar 25, 2015 11:18 pm
Forum: Working Mods
Topic: Albatross Class
Replies: 15
Views: 23054

Re: Albatross Class

Since you used this, I'm guessing that it's free to use. Is this correct? Because I would love to use this in my mod.
by TheFallenAngel359
Wed Mar 25, 2015 8:01 pm
Forum: Working Mods
Topic: Albatross Class
Replies: 15
Views: 23054

Re: Albatross Class

Okay, that hull is freaking awesome. Can we have a picture of just the hull?
by TheFallenAngel359
Wed Mar 25, 2015 7:54 pm
Forum: Mod Development
Topic: [MOD] [WIP] FTL: Otherspace
Replies: 70
Views: 47865

Re: [MOD] [WIP] FTL: Otherspace

I'll have to end up scrapping some of the ideas, which would be a shame... However, I have my faith placed in Clonebay, and am currently teaching myself Python so that I can collaborate on the project. Plus, learning Python would help with my mod as well.
by TheFallenAngel359
Wed Mar 25, 2015 5:39 am
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 30845

Re: Operation: Clonebay

Just a question - why Python? FTL: Overdrive was going to do the same thing, but with Lua scripting, making it easier to code. Plus, Overdrive has its files as open source, meaning that you could use the (albeit small) head start as a jumping point. It just seems like you're making more work for you...
by TheFallenAngel359
Tue Mar 24, 2015 7:58 am
Forum: Mod Development
Topic: New Race
Replies: 3
Views: 2386

Re: New Race

If you are still here, would you mind posting the animations? I would like to see if I could repurpose them.
by TheFallenAngel359
Tue Mar 24, 2015 12:12 am
Forum: Mod Development
Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
Replies: 664
Views: 339782

Re: [Tool] Superluminal 2.1.1

NarnKar wrote: If so, any power-reducing event like augments or ion storms will crash the game.


Wait, there are augments that limit power? I don't remember those being in the game. Do you mean pulsars?
by TheFallenAngel359
Mon Mar 23, 2015 9:10 pm
Forum: Working Mods
Topic: [SHIP] Peregrine Cruiser
Replies: 34
Views: 34493

Re: [SHIP] Peregrine Cruiser

i absolutely love that cargo bay image. Do you mind if I use it for a custom ship?
by TheFallenAngel359
Mon Mar 23, 2015 6:11 am
Forum: Mod Development
Topic: [MOD] [WIP] FTL: Otherspace
Replies: 70
Views: 47865

Re: [MOD] [WIP] FTL: Otherspace

The backstory for this mod is composed of two key events: 1. After the destruction of the Rebel Flagship and the end of the Federation-Rebel War, most Rebels were either killed or captured as prisoners of war; the others have escaped and can be found throughout the galaxy. The Rebel technology was i...