Search found 183 matches
- Fri Nov 09, 2012 11:01 am
- Forum: Mod Development
- Topic: [REQ] TurnBased Combat
- Replies: 13
- Views: 10691
Re: [REQ] TurnBased Combat
(In other words, wouldn't be possible as a mod. It'd need the developers to do this, not us modders.)
- Fri Nov 09, 2012 10:34 am
- Forum: Working Mods
- Topic: [MOD] High-res background graphics [V1.0]
- Replies: 98
- Views: 184270
Re: [MOD] High-res background graphics [V1.0]
Yeah, this is lovely, quite possibly my favourite mod.
- Thu Nov 08, 2012 12:45 pm
- Forum: Mod Development
- Topic: [MOD][WIP] Starcraft Total Conversion
- Replies: 73
- Views: 61042
Re: [MOD][WIP] Starcraft Total Conversion
Why aren't you using the campaign only Leviathan? The giant zerg mutalisk carrier? I think that makes a lot of sense for a 'mannable' Zerg ship. Wow. That might make sense as the end boss, but as a player ship? It feels too... big :) (Also, I don't think it carries mutalisks. It spits out eggs that...
- Thu Nov 08, 2012 10:32 am
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398354
Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)
I don't think it's a deliberate omission, but it's not hard-coded. I think at the moment, FTLEdit is very useful for setting up the room and door layouts, but anything else is best updated by hand. So to adjust the starting reactor level by hand: * Rename the .ftl file to .zip * Extract it somewhere...
- Thu Nov 08, 2012 10:29 am
- Forum: Mod Development
- Topic: Ships with 4 drone slots and 2 weapons
- Replies: 11
- Views: 9378
Re: Ships with 4 drone slots and 2 weapons
Oh, yeah, I meant to come and mention this myself. It's almost what you describe, but slightly more subtle: * 3 weapon slots gets a length-3 weapons bar; any other number gets length 4 * 3 drone slots gets a length-3 drones bar; any other number gets length 2 I tried adding versions of the sprites y...
- Wed Nov 07, 2012 5:02 pm
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1087104
Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)
You should put the contents of the GMM directory into your FTL directory. Once you've extracted it correctly, your FTL directory should contain directories called "mods", "licenses", "resources" and "src" (and possibly "crashlogs"). It should also co...
- Wed Nov 07, 2012 1:04 pm
- Forum: Mod Development
- Topic: [MOD][WIP] Starcraft Total Conversion
- Replies: 73
- Views: 61042
Re: [MOD][WIP] Starcraft Total Conversion
The only thing I released was a very early no-graphics mod of the Kestrel into a Medivac. I should probably issue a beta release soon though. I'll aim to have that out this weekend, I think. You're right, it is odd for the Zerg ships to have "crew". (Apart from the Overlord, the troop tran...
- Wed Nov 07, 2012 12:24 pm
- Forum: Mod Development
- Topic: Any Mods to increase Crew numbers?
- Replies: 15
- Views: 19914
Re: Any Mods to increase Crew numbers?
Interesting. It's not quite the same though: I bet it doesn't work right for gaining new crew from events or shops. (In fact, I wouldn't be surprised if when you had a crew of 12, if you got an event that makes you lose a crewmember, you then have to dismiss 3 more.) It doesn't allow you to graduall...
- Mon Nov 05, 2012 11:21 am
- Forum: Mod Development
- Topic: [Idea]Fleets!
- Replies: 2
- Views: 2532
Re: [Idea]Fleets!
This should probably be moved to the General discussion. This is a vastly far-reaching idea, certainly not remotely doable with the mod tools we have available; even FTL Overdrive might not support this. It's more suitable for a sequel than a mod.
- Mon Nov 05, 2012 11:20 am
- Forum: Discussion
- Topic: Suggestion: Tie showing beacon paths into sensor upgrades.
- Replies: 11
- Views: 8292
Re: Suggestion: Tie showing beacon paths into sensor upgrade
I also think sensors are a bit weak, being able to see enemy crew is good and creates some minor tactical opportunities regarding killing said crews. Seeing power usage seems pretty inconsequential to me, I can't really see the point in upgrading sensors past lvl 2. So yeah your idea to tie it to s...