[MOD] Ghost Ships and New Items
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- Posts: 12
- Joined: Wed Jan 16, 2013 2:46 pm
Re: [MOD] Ghost Ships and New Items
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.
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- Posts: 23
- Joined: Sat Dec 15, 2012 12:33 pm
Re: [MOD] Ghost Ships and New Items
That ion beam is...deceptively strong
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- Posts: 2
- Joined: Sat Jan 05, 2013 5:24 pm
Re: [MOD] Ghost Ships and New Items
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!
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- Joined: Sat Jan 12, 2013 8:26 pm
Re: [MOD] Ghost Ships and New Items
how to you use the manual unlock i dont see any option during the tutorial
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- Joined: Thu Oct 25, 2012 12:01 pm
Re: [MOD] Ghost Ships and New Items
Invalid XML
GhostStories.ftl
data/sector_data.xml
ManualShipUnlocker.ftl
data/events.xml.append:
EquipmentEX.ftl
data/blueprints.xml.append
SciFiNames.ftl | SciFiNamesAppended.ftl
data/names.xml | data/names.xml.append
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"...>
- <title...>...</type>
- <shields ... start="false"img="room_shields_2"...>
- <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>
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- Posts: 792
- Joined: Thu Oct 25, 2012 12:01 pm
Re: [MOD] Ghost Ships and New Items
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.
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.
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- Posts: 1
- Joined: Wed Mar 27, 2013 2:42 pm
Re: [MOD] Ghost Ships and New Items
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.
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- Posts: 363
- Joined: Thu Oct 04, 2012 11:17 am
Re: [MOD] Ghost Ships and New Items
Many mods which modify events will be incompatibile with each other. So, I would recommend playing them 1 at a time.
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- Joined: Sun Mar 24, 2013 2:42 pm
Re: [MOD] Ghost Ships and New Items
Morat, would it be possible to get a full list of the drones/weapons added by the equipment mod?
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- Joined: Sun May 19, 2013 9:09 pm
Re: [MOD] Ghost Ships and New Items
I love the sci-fi names idea! I never would've thought of anything like that.