Search found 67 matches

by Lemonymous
Thu Feb 14, 2019 5:06 pm
Forum: Working Mods
Topic: [Enemies] Bots'n'Bugs v2.0.1
Replies: 24
Views: 19425

Re: [Enemies] Bots'n'Bugs v1.2.2

Thank you for the interest! I'm glad you like the mod overall. I try to make each enemy interesting to play against with many options for counterplay, since Vek rarely seem to land a blow against mechs. Regarding the Blobberling. While a very weak enemy that can be dispatched with a simple push, it ...
by Lemonymous
Mon Feb 04, 2019 2:39 pm
Forum: Working Mods
Topic: [Enemies] Bots'n'Bugs v2.0.1
Replies: 24
Views: 19425

Re: [Enemies] Bots'n'Bugs v1.2.0

New version adding two new enemy types:
- Knight-Bot: an armored bot that dashes to it's target.
- Garden Psion: a Psion that plants Vines; a new tile hazard.

See main post for more details.
by Lemonymous
Sun Feb 03, 2019 11:56 pm
Forum: Working Mods
Topic: [Pilot] FTL Pilots v0.1.3
Replies: 13
Views: 6319

[Pilot] FTL Pilots v0.1.3

This mod aims to add pilots of the remaining races of FTL to ITB. Currently WIP (maybe I will finish it some day). 3/4 pilots in a playable state. https://i.imgur.com/ohgOduv.png https://i.imgur.com/fGS1eSK.png https://i.imgur.com/N68ygp9.png FTL Pilots v0.1.3 - requires kartoFlane's mod loader to w...
by Lemonymous
Wed Dec 26, 2018 8:22 pm
Forum: Mod Development
Topic: Noob question: How to change existing Mechs' stats or skills
Replies: 1
Views: 2669

Re: Noob question: How to change existing Mechs' stats or skills

Assuming you're running kartoFlane's modloader to launch your mod, all the variables that are declared global in the lua files found in ITB/sctipts can be modified from within your mod. In the cases where you'd want to change something local, the mod loader can often provide solution for that as wel...
by Lemonymous
Fri Nov 30, 2018 4:50 am
Forum: Technical Support and Bugs
Topic: Mod vs Vanilla question.
Replies: 3
Views: 4027

Re: Mod vs Vanilla question.

If the asset bug you are referring to is the error in your second screenshot (only thumbnails work now), I believe that is because one of the mods you installed is added incorrectly in the mods folder. In the first screenshots at the bottom there is a folder named scripts, and an image file that I c...
by Lemonymous
Fri Nov 30, 2018 4:45 am
Forum: Working Mods
Topic: [Squad] RF1995 v.1.3.5
Replies: 17
Views: 20817

Re: [Squad] RF1995 v.1.3.3

Updated all my mods that uses the library modApiExt in order to fix a mod incompatibility with other mods that used a slightly different version of the library. Let me know if anything broke in the process.
by Lemonymous
Tue Nov 20, 2018 7:43 pm
Forum: Technical Support and Bugs
Topic: Mod vs Vanilla question.
Replies: 3
Views: 4027

Re: Mod vs Vanilla question.

You're nearly there.

The base game only allows for 8 different squads at the same time (bar secret squad). To play a modded squad, you need to replace one of the default squads with the modded one. Your last screenshot there can have a maximum of 8 boxes ticked.
by Lemonymous
Mon Oct 22, 2018 11:47 pm
Forum: Working Mods
Topic: [Enemies] More Bosses v1.4.3
Replies: 25
Views: 24823

Re: [Enemies] More Bosses v1.4.0

Thank you for the thorough bugreport Alchemist. I've included your fix in the latest update.
by Lemonymous
Mon Oct 08, 2018 8:19 pm
Forum: Working Mods
Topic: [Squad] Archive Armors v1.3.2
Replies: 18
Views: 18210

Re: [Squad] Archive Armors

Thanks for the report. Should be fixed in the latest upload.
by Lemonymous
Sun Oct 07, 2018 6:51 pm
Forum: Working Mods
Topic: [Squad] Archive Armors v1.3.2
Replies: 18
Views: 18210

Re: [Squad] Archive Armors

The mod is broken with the newest mod loader, anybody know how to fix it? I just tested it with mod loader 2.3.0 and everything was working as it should on my end. If you can provide a more detailed problem description about what specifically is broken, the error messages you receive, as well as wh...