Search found 173 matches

by shark
Mon Feb 25, 2013 3:11 pm
Forum: Mod Development
Topic: Turian Heavy Frigate "Majestic" Thing.
Replies: 4
Views: 2469

Re: Turian Heavy Frigate "Majestic" Thing.

too big, misses the graphical theme. why don't you port it in?
by shark
Mon Feb 25, 2013 3:04 pm
Forum: Mod Development
Topic: Ship creation through buy system + Randomizer utility
Replies: 13
Views: 7790

Re: Ship creation through buy system + Randomizer utility

Your second step is to make it less human readable and make it more machine readable. So once you have blueprinted the lego's you want to use - or rather, making a master Blueprint.xml file containing all that information; you'd need to select valid blueprint entries (thru randomization) and generat...
by shark
Mon Feb 25, 2013 3:03 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 404445

Re: [Tool] FTL Ship Editor: Superluminal - b23-2-13

Coming from C/C++? That's me like 3 years ago (I had been coding exclusively on C++ for about 10 years). :D Not exactly C per se - a few years ago I've really been into Warcraft 3 modding, creating maps and stuff - and for modding purposes Blizzard had created an event-driven scripting language, Ja...
by shark
Sun Feb 24, 2013 8:57 pm
Forum: Mod Development
Topic: Ship creation through buy system + Randomizer utility
Replies: 13
Views: 7790

Re: Ship creation through buy system + Randomizer utility

Are you talking about a mod-on-the-fly generator webservice? That's what it sounds like.

But... hm. Interesting idea. A random mod generator.
by shark
Sun Feb 24, 2013 8:54 pm
Forum: Mod Development
Topic: Mod request: New systems
Replies: 8
Views: 3627

Re: Mod request: New systems

Ugh, when I said "sandbox" I meant "implementation-specific limitations".
by shark
Fri Feb 22, 2013 1:52 pm
Forum: Mod Development
Topic: Idea for a mod, wonder what would be doable
Replies: 10
Views: 4469

Re: Idea for a mod, wonder what would be doable

Sounds like the first day FTL:Overdrive launches, within a week noone will be playing the same version of the game :D
by shark
Fri Feb 22, 2013 1:46 pm
Forum: Mod Development
Topic: MOD REQUEST: boarding ship
Replies: 22
Views: 11367

Re: MOD REQUEST: boarding ship

Looking at the initial design for the game (and the product), it seems implied that 90% of conflicts are to be solved by your guns or engines. With drones and buyable augmentations we bring it down to 60-70%. With neat modding and systems extending and big teleporters, and long cloakings etc we can ...
by shark
Fri Feb 22, 2013 1:42 pm
Forum: Mod Development
Topic: Battlefleet Gothic: Cobra Class Destroyer [lots of pics]
Replies: 13
Views: 36052

Re: Battlefleet Gothic: Cobra Class Destroyer [lots of pics]

If you want a 4 man teleporter, the room needs to be at least 5 spaces big, preferably 6.
by shark
Fri Feb 22, 2013 1:35 pm
Forum: Mod Development
Topic: Ship creation through buy system + Randomizer utility
Replies: 13
Views: 7790

Re: Ship creation through buy system

Setting aside what mods do as I focus on vanilla, the issue with equipment being situational is part of the rock\paper\scissor side of the game: the starting Mantis B shield is unbeatable against engis, or a sitting duck against autoships. About the Burst Laser III's cost: no starting ship has it, ...
by shark
Fri Feb 22, 2013 1:26 pm
Forum: Mod Development
Topic: Mod request: New systems
Replies: 8
Views: 3627

Re: Mod request: New systems

You missed the point of what shark was trying to say. Having ideas for new systems is fine, but new systems cannot be implemented. The game was not designed for that. At best you can rename existing ones and alter them a bit, but that will affect all ships with the system and may cause balance prob...