Search found 238 matches

by Justin
Thu Oct 04, 2012 12:50 am
Forum: Mod Development
Topic: [Question] Enemy Ship Scaling?
Replies: 5
Views: 3326

Re: [Question] Enemy Ship Scaling?

It's a little more complicated than this but: - BP does nothing. It was from our abandoned customization idea. - Ship's system power is selected between their "power" and "max" levels based on the sector it's in (+ other factors). i.e. at sector 1 it's likely to use the "pow...
by Justin
Tue Oct 02, 2012 3:16 am
Forum: Mod Development
Topic: Requesting Assistance: T³ Issues
Replies: 8
Views: 3468

Re: Requesting Assistance: T³ Issues

Perhaps I misunderstand where this is placed, but you can't just make an event inside another event. <event> <text load="FLEET_CHALLENGE_LIST"/> <choice hidden="true"> <text>Continue...</text> <event> <text>An intimidating Rebel Destroyer moves into position, its weapons going ho...
by Justin
Sun Sep 30, 2012 3:41 pm
Forum: Mod Development
Topic: [Mod Help] Making an event. But will not work.
Replies: 3
Views: 3262

Re: [Mod Help] Making an event. But will not work.

NP. Good luck.

Also it's easier for people to help you if you post the code in question.
by Justin
Sun Sep 30, 2012 3:40 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 217170

Re: [MOD][WIP] FTL: Overdrive

Well the impression I get from Justin is that they're still not wholly comfortable with the game being modded at all. GMM meets their criteria for not distributing assets so they don't see anything technically wrong with it, but "for a few reasons [he] won't get into (but mostly time constrain...
by Justin
Sun Sep 30, 2012 3:22 pm
Forum: Mod Development
Topic: [Mod Help] Making an event. But will not work.
Replies: 3
Views: 3262

Re: [Mod Help] Making an event. But will not work.

For other people to see it - <eventList name="TSCRAP"> <event load="TRAPPED_METALCRATE_1"/> <event name="TRAPPED_METALCRATE_1"/> <text>You come across a medium sized metal crate, drifting in space. It looks to be air tight. What do you do?</text> <choice hidden="tr...
by Justin
Sun Sep 30, 2012 3:14 pm
Forum: Mod Development
Topic: [MOD][WIP]Dark's Extra Events Mod
Replies: 4
Views: 3374

Re: [MOD][WIP]Dark's Extra Events Mod

1 - like in a fight, bribe the enemy ship, or offer a crew member. 2 - be able to lure in pirates to you by sending out a distress signal when you still have fuel. 3 - be able to accept a bribe from a computer and still destroy them. seriously there is nothing stopping you from takeing their stuff ...
by Justin
Sun Sep 30, 2012 3:32 am
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 84550

Re: [Modding] R&D and current findings

Grognak wrote:Are Augmentations hard-coded, or is there a way to mod a dummy one in through the data files?

The effect of augmentations are hard coded. You can make dummy ones to be used in event <choice> triggers, though.
by Justin
Sun Sep 30, 2012 3:06 am
Forum: Working Mods
Topic: Master Mod List
Replies: 269
Views: 900099

Re: Master Mod List

so quick update all, since the developers have stated they dislike mods that have to share the actual .dat files (for good reason imo). I have modified the list to de-list any mods that require this. To get added back to the list kindly make your mods using the GMM format and PM me to get it re-add...
by Justin
Sun Sep 30, 2012 1:50 am
Forum: Mod Development
Topic: Need a bit of Mod Help (Simple Choices / Resources on Start)
Replies: 12
Views: 6822

Re: Need a bit of Mod Help (Simple Choices / Resources on St

But if you have to click it each time it would still be easier to just adjust the STAR_BEACON event and add it(event with fleet disable option) there? Would probable be the same outcome If i understand what you mean, the problem is that you need the fleet delay to occur in each sector. Having it oc...
by Justin
Sun Sep 30, 2012 1:28 am
Forum: Mod Development
Topic: Need a bit of Mod Help (Simple Choices / Resources on Start)
Replies: 12
Views: 6822

Re: Need a bit of Mod Help (Simple Choices / Resources on St

Someone else had a good idea for disabling the fleet: Make a useless "fleet disabling augment". In each of the starting events have a <choice hidden="true" req="FLEET_STOPPER"> And in that choice have your pursuit delay. It means you'd have to click it each time but it ...