Search found 183 matches

by alextfish
Wed Feb 06, 2013 3:43 pm
Forum: Mod Development
Topic: [v1.3][WIP] FTL TotalEventMod!
Replies: 62
Views: 40676

Re: [v1.1][WIP] FTL TotalEventMod!

If I create a custom augment, which one should it replace? (you can't create a new augment, you only can edit existing ones) You can create new augments. They won't have any effect, but that's fine for McGuffins that sit on your ship waiting for other events to look at them. Incidentally, you also ...
by alextfish
Fri Feb 01, 2013 4:49 pm
Forum: Working Mods
Topic: Lambda Shuttle
Replies: 13
Views: 9222

Re: Lambda Shuttle

Thank you for your comments :) One reason I didn't add cloaking is because of the black rectangle around the ship, it completely blacks out the ship and I don't know how to fix that. Just to note about this: the tutorial on making ships (in my sig) has a section on creating a cloaking image, which ...
by alextfish
Wed Jan 30, 2013 12:00 pm
Forum: Mod Development
Topic: [v1.3][WIP] FTL TotalEventMod!
Replies: 62
Views: 40676

Re: [WIP?] FTL TotalEventMod!

What I'd most like to see would be some multi-part quest events. Events spread across 3 or more beacons, like some of the unlock quests like the Rock ship unlock quest. The tricky part is finding a reward good enough to be worth pursuing a quest across 3 or 4 beacons, and finding a challenge that's ...
by alextfish
Wed Jan 30, 2013 11:49 am
Forum: Mod Development
Topic: MOD REQUEST: boarding ship
Replies: 22
Views: 9824

Re: MOD REQUEST: boarding ship

You run into minor problems vs AI ships without oxygen. if you have a level 2+ teleport, or rock/crystal crew, you can beam them back before they suffocate That's true, but you have no way to deal the last point of damage without sacrificing a crew member. That's the reason that my Overlord has a B...
by alextfish
Mon Jan 28, 2013 3:42 pm
Forum: Working Mods
Topic: [MOD] UnlockedAugmentations 1.1
Replies: 11
Views: 40261

Re: [MOD] UnlockedAugmentations 1.1

Engi Nano-Bot Dispersal and I think Rock Armor Plating are available from events, but not from stores.

You get the Nanobots from (Spoiler): giving the Engi refugees 40 scrap, fuel and missiles.
by alextfish
Sat Jan 26, 2013 12:17 am
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1051
Views: 900019

Re: [MOD][WIP] FTL Infinite Space

The distress beacon image is img/map/map_box_distress.png and img/map/map_box_distress_shadow.png .
by alextfish
Fri Jan 25, 2013 6:19 pm
Forum: Mod Development
Topic: [MOD][WIP] The Buffalo: Beta (v0.9)
Replies: 23
Views: 12767

Re: [MOD][WIP] The Buffalo

Both having a functional 4-slot medbay, and putting the medbay adjacent to the teleporter, are player-friendly choices in that they make life a bit easier for the boarding player. Now, of course, not every player wants life to be made easy for them. And we shouldn't necessarily aim to make the playe...
by alextfish
Fri Jan 25, 2013 4:15 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 459
Views: 300077

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

But I'd guess that one possible problem might be that you might be creating a file in "7z" or "z" format, not "zip" format. When you zip up your data and img directories, be sure that you're creating a "zip" file, not a "7z" file. But the zip file g...
by alextfish
Thu Jan 24, 2013 5:12 pm
Forum: Mod Development
Topic: [MOD][WIP] The Buffalo: Beta (v0.9)
Replies: 23
Views: 12767

Re: [MOD][WIP] The Buffalo

When making rooms of nonstandard shapes, be sure to try venting them of oxygen and check how they look with the low-O2 stripes. In most cases they'll look wrong, and you can only have rooms of size 1x2, 2x1 or 2x2 :(
by alextfish
Thu Jan 24, 2013 2:32 pm
Forum: Mod Development
Topic: Modding possibilities in FTL
Replies: 8
Views: 3256

Re: Modding possibilities in FTL

A problem with this idea is that the ship's reactor has a hard limit of 25, and I don't think mods can change that.