[MOD] Ghost Ships and New Items

Distribute and discuss mods that are functional. Moderator - Grognak
Morat48
Posts: 12
Joined: Wed Jan 16, 2013 2:46 pm

Re: [MOD] Ghost Ships and New Items

Postby Morat48 » Sun Jan 20, 2013 7:47 pm

Equipment EX doesn't modify any of the ship loadouts. Ghost Stories changes Kestral A, Stealth A and slightly changes Federation A, but that's it. None of my mods edit the Slug ships.
MrHoody
Posts: 23
Joined: Sat Dec 15, 2012 12:33 pm

Re: [MOD] Ghost Ships and New Items

Postby MrHoody » Mon Jan 21, 2013 9:25 am

That ion beam is...deceptively strong :o
Leon14000
Posts: 2
Joined: Sat Jan 05, 2013 5:24 pm

Re: [MOD] Ghost Ships and New Items

Postby Leon14000 » Mon Jan 21, 2013 4:21 pm

Morat48 wrote:Equipment EX doesn't modify any of the ship loadouts. Ghost Stories changes Kestral A, Stealth A and slightly changes Federation A, but that's it. None of my mods edit the Slug ships.


Ah. Alright. I'll try to figure out what is causing it. Thanks for the reply!
Maifa_Monkey
Posts: 10
Joined: Sat Jan 12, 2013 8:26 pm

Re: [MOD] Ghost Ships and New Items

Postby Maifa_Monkey » Wed Feb 06, 2013 9:44 pm

how to you use the manual unlock i dont see any option during the tutorial
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD] Ghost Ships and New Items

Postby Vhati » Sat Mar 02, 2013 5:36 am

Invalid XML

GhostStories.ftl
data/sector_data.xml
  • <name...>...</text>
  • <!-- There should be no dashes that touch other dashes in comments. -->
  • <sectorDescription>...</sectorDescrption>
  • <pilot power="1"max="3"...>
data/Blueprints.xml.append
  • <title...>...</type>
  • <shields ... start="false"img="room_shields_2"...>
data/events.xml.append
  • <eventList name="GHOST_RETURN_QUEST_LIST">...</event>

ManualShipUnlocker.ftl
data/events.xml.append:
  • <text...>...</text.>

EquipmentEX.ftl
data/blueprints.xml.append
  • <title...>...</type>
  • <!-- There should be no dashes that touch other dashes in comments. -->

SciFiNames.ftl | SciFiNamesAppended.ftl
data/names.xml | data/names.xml.append
  • <nameshort="Mal"...>...</name>
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD] Ghost Ships and New Items

Postby Vhati » Sat Mar 16, 2013 11:16 pm

Forgot to mention:

GhostStories.ftl
"data/Blueprints.xml.append"
should be
"data/blueprints.xml.append"

The case mismatch is ignored on Windows, but it will cause problems on Linux and Mac.
Drawde
Posts: 1
Joined: Wed Mar 27, 2013 2:42 pm

Re: [MOD] Ghost Ships and New Items

Postby Drawde » Wed Mar 27, 2013 2:48 pm

Hey, I think this mod is awesome and have loved it so far, but I think I found a bug. When the Dauntless I think it is called manages to jump away my game crashes and quits straight away. I Also have the Disable Fleet, Starbug 1, Beginning scrap advantage and your Equipment EX and Ghost Stories mods in case that helps. I just wanted to notify you in case it is an incompatibility or something. Thanks in advance.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD] Ghost Ships and New Items

Postby DryEagle » Wed Mar 27, 2013 2:55 pm

Many mods which modify events will be incompatibile with each other. So, I would recommend playing them 1 at a time.
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
steel915
Posts: 12
Joined: Sun Mar 24, 2013 2:42 pm

Re: [MOD] Ghost Ships and New Items

Postby steel915 » Fri May 03, 2013 6:13 pm

Morat, would it be possible to get a full list of the drones/weapons added by the equipment mod?
Thunderr
Posts: 142
Joined: Sun May 19, 2013 9:09 pm

Re: [MOD] Ghost Ships and New Items

Postby Thunderr » Sat Jun 08, 2013 12:29 am

I love the sci-fi names idea! I never would've thought of anything like that.