Search found 17 matches

by Engi-nious
Thu Dec 12, 2019 5:05 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1276
Views: 491715

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Anyone know of a way to get the larger "flagship" enemy HUD applied to enemies other than the flagship? Basically a way to simulate "boss" fights without using the actual flagship. Trying to fit a player ship on the side without shrinking it like most similar mods would do.
by Engi-nious
Tue Dec 10, 2019 1:36 am
Forum: Mod Development
Topic: Sarl Cagan's Creatures
Replies: 2
Views: 1697

Re: Sarl Cagan's Creatures

As someone who's interested in coding a potential race, I'd like to know how you mod custom powers. If you have time, would you mind explaining how you coded stuff like squeezing through doors? (I will concede I haven't tried your mod yet, but I wanted to make this comment before I forgot :D ) You ...
by Engi-nious
Tue Dec 10, 2019 1:06 am
Forum: Working Mods
Topic: [HARD-CODED] FTL: Hyperspace
Replies: 56
Views: 27279

Re: [HARD-CODED] FTL: Hyperspace

I don't understand what "Hacking Drone Fix" does. Does it just destroy the drone when the system has no power? I thought that if the drone had landed it was meant to be able to be turned off/on, so not sure how it's a fix so much as a balance change. ah, it only destroys the drone if it's...
by Engi-nious
Mon Dec 09, 2019 7:41 am
Forum: Mod Development
Topic: [QUESTION] Less than 14, and not exactly 10?
Replies: 6
Views: 2743

[QUESTION] Less than 14, and not exactly 10?

So I was messing around with player ships, and had some particularly small layouts in mind (for... important modding reasons.) Specifically, we're talking as small as 5 rooms in some cases. Making the ships "bigger" would effectively destroy the gimmick so nobody suggest that please? XD No...
by Engi-nious
Mon Dec 09, 2019 5:43 am
Forum: Working Mods
Topic: [HARD-CODED] FTL: Hyperspace
Replies: 56
Views: 27279

Re: [HARD-CODED] FTL: Hyperspace

I've done some messing around with crew races(but I haven't finished one yet), so hopefully I can help a little. There are 3 xml files a race needs in order to show up and have unique stats: hyperspace.xml.append, blueprints.xml.append, and animations.xml.append. It seems to me that the only way th...
by Engi-nious
Mon Dec 09, 2019 3:32 am
Forum: Working Mods
Topic: [HARD-CODED] FTL: Hyperspace
Replies: 56
Views: 27279

Re: [HARD-CODED] FTL: Hyperspace

(I don't know if double-posting is frowned upon here, if so, please let me know and I will avoid doing it in future) So after toying around for a (short) while, I can safely say that this is awesome and should revolutionize FTL modding (if anyone is still actively playing mods, that is). You guys ha...
by Engi-nious
Sat Dec 07, 2019 8:36 am
Forum: Working Mods
Topic: [HARD-CODED] FTL: Hyperspace
Replies: 56
Views: 27279

Re: [HARD-CODED] FTL: Hyperspace

This mod sounds great, and I had so many questions about making my own mods with it, I made an account. Only then I discovered I can't get it to work. :? I am using the Steam build of the game, Version 1.6.3 (which is the latest, unless I've missed something?) on Windows 7. The game can patch the .f...