Search found 183 matches

by alextfish
Mon Nov 12, 2012 9:18 am
Forum: Mod Development
Topic: [REQ] Accurate Weapons + Ship-Reliant Sectors + Ship Control
Replies: 8
Views: 5477

Re: [REQ] Accurate Weapons + Ship-Reliant Sectors + Ship Con

I think you could modify a number of the events in Mantis sectors, say, to key off some factor and have a chance of giving you the option to avoid the fight. You could key off just having at least one Mantis crew, or have a race-specific augment that you get indicating you're allied with that race (...
by alextfish
Mon Nov 12, 2012 8:56 am
Forum: Working Mods
Topic: [MOD] Starcraft Conversion v0.5: 18 new ships!
Replies: 58
Views: 111251

Re: [MOD] Starcraft Conversion v0.5: 18 new ships!

I could tell you how to fix that arillery piece that ended up in a poor spot. Oh, awesome. Thanks very much: I hadn't realised it'd get its own mount point. I'll make that fix. Ta very much for the tip! EDIT: As far as other mods go, here's my rule of thumb: modorder.txt SFTL <my mod> weponanza div...
by alextfish
Sun Nov 11, 2012 7:39 pm
Forum: Mod Development
Topic: Shark Wars
Replies: 54
Views: 27000

Re: Shark Wars

I saw a battlecruiser from a SC TC mod, but it's not the one that made it in the current release - can I get a look at the older one? or is that project scrapped and another one by the same name arose? Yeah, I'm afraid the Battlecruiser image in Tuesday's version of the thread isn't one I could fin...
by alextfish
Sun Nov 11, 2012 4:34 pm
Forum: Working Mods
Topic: [MOD] Starcraft Conversion v0.5: 18 new ships!
Replies: 58
Views: 111251

Re: [MOD] Starcraft Conversion v0.5: 18 new ships!

Ah, I realised the cause of your problem. There's a problem with the split I gave in the original version: the two mods will work together, but not separately. I've redone the split: the new weapon names can't easily be left out, but the system icons can be. So I've redone the split: SC2Ships.ftl no...
by alextfish
Sun Nov 11, 2012 9:14 am
Forum: Working Mods
Topic: [MOD] Starcraft Conversion v0.5: 18 new ships!
Replies: 58
Views: 111251

Re: [MOD] Starcraft Conversion v0.5: 18 new ships!

Carrier is meant to have 4x Interceptor (Attack Drone I) as well as its small teleporter. It does for me. Not sure what's gone wrong there. (The mod does include 3 ships with only teleporters for offense: Medivac, Overlord and Warp Prism. But Carrier's not meant to be one of them!) You're right abou...
by alextfish
Sat Nov 10, 2012 9:47 pm
Forum: Mod Development
Topic: [MOD][WIP] Starcraft Total Conversion
Replies: 73
Views: 50167

Re: [MOD][WIP] Starcraft Total Conversion

Beta v0.5 download is posted!
by alextfish
Sat Nov 10, 2012 9:41 pm
Forum: Working Mods
Topic: [MOD] Starcraft Conversion v0.5: 18 new ships!
Replies: 58
Views: 111251

[MOD] Starcraft Conversion v0.5: 18 new ships!

I'm delighted to announce the 0.5 beta release of the FTL Starcraft Conversion ! The primary feature of this mod is: 18 new ships to play! All your favourite air units from Starcraft 1 and 2, ported into FTL! http://www.toothycat.net/~hologram/FTL/ChooseYourShip-BattlecruiserSciVessel.png These ship...
by alextfish
Sat Nov 10, 2012 7:35 pm
Forum: Mod Development
Topic: Shark Wars
Replies: 54
Views: 27000

Re: Shark Wars

Shark, you've been making some interesting discussions over on the Development forum about the commented-out bits of the XML file. And the original parts of this mod are genuinely innovative. I'd like to continue interacting with you to explore the modding capabilities of this game we both enjoy. Th...
by alextfish
Fri Nov 09, 2012 1:20 pm
Forum: Mod Development
Topic: [MOD][WIP] Starcraft Total Conversion
Replies: 73
Views: 50167

Re: [MOD][WIP] Starcraft Total Conversion

On track for a beta 0.50 release tomorrow. All ship images are aligned, all weapon mount points are aligned (that was easier than I'd expected). Almost every weapon and drone has a new SC2-ish name (everything except the hull-smashers and crystals; I have available names for those, but I'm not chang...
by alextfish
Fri Nov 09, 2012 1:11 pm
Forum: Working Mods
Topic: [MOD] diversityMod [V0.3]
Replies: 55
Views: 126754

Re: [MOD] diversityMod [V0.3]

You're right, I should remove those too. Sorry about that. I don't have time to do it now, but this weekend or Monday are plausible.