ADVANCED WEAPONS AND SHIELDS IS NOT BEING DEVELOPED ANYMORE!

Distribute and discuss mods that are functional. Moderator - Grognak
Ryangreen1
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby Ryangreen1 » Mon Feb 25, 2013 1:23 am

Ok i get what you guys are saying about the blueprints.xml file but i tried to change one of the things that i thought was max power and it broke the game. I had to delete and reinstall it and re-mod my game. Is there a youtube video or something as a guide?
UltraMantis
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby UltraMantis » Mon Feb 25, 2013 3:15 am

Blueprints is very sensitive to typos. Any typo and the game will crash. Don't edit your only files otherwise you will be reinstalling quite a lot. Backup the resources folder and if the game breaks, restore it.
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nataryeahbuddy
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby nataryeahbuddy » Mon Feb 25, 2013 11:38 pm

Speedoflight, I'm probably going to add an events.xml to erase all asteroids.
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speedoflight
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby speedoflight » Tue Feb 26, 2013 6:39 pm

nataryeahbuddy wrote:Speedoflight, I'm probably going to add an events.xml to erase all asteroids.


lol, that is a bit forced, its curious that only happens when u are in a very far sector. That bug didnt start happening to me until i reached sector 5 or something like that. I did plenty of asteroids battles before that and all worked fine. Anyways, waiting for that "patch" the fact is while asteroids fields are a bit more challenging, all the enemys that u encounter in asteroid fields are very weak, so there is no real point in keep the asteroids fields.
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kartoFlane
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby kartoFlane » Tue Feb 26, 2013 7:40 pm

Superluminal2 - a ship editor for FTL
nataryeahbuddy
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby nataryeahbuddy » Tue Feb 26, 2013 10:47 pm

kartoFlane wrote:@speedoflight
viewtopic.php?f=11&t=11469&start=10#p39428


Yeah... Eliminating them's probably for the best
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Advanced Battle Systems!
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Vhati
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby Vhati » Sat Mar 02, 2013 6:47 am

Invalid XML

Advanced Shields and Weapons v1.2.ftl
data/blueprints.xml.append
  • <title...>...</type>
nataryeahbuddy
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby nataryeahbuddy » Sat Mar 02, 2013 9:36 pm

Vhati wrote:Invalid XML

Advanced Shields and Weapons v1.2.ftl
data/blueprints.xml.append
  • <title...>...</type>


I'll check
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
nataryeahbuddy
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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Postby nataryeahbuddy » Sun Mar 03, 2013 7:48 pm

ANNOUNCEMENT:
I'm going to abandon this mod and make Advanced Battle Systems the new main mod for battle systems, unless anyone likes this better...
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
shark
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Re: ADVANCED WEAPONS AND SHIELDS IS NOT BEING DEVELOPED ANYM

Postby shark » Wed Mar 06, 2013 6:39 pm

Wait until you find out about the weapon bug.... *sharkgrin* :) Watch out for a zergrush boarding party. Tho the trend this is going, you probably won't see it.

Let's just say that if you want lvl5 shields, you want a Zoltan Shield or the Scanner to go with it. You cannot get around this without shooting yourself in the foot, because as it was earlier explained - you cannot patch up a bug that is "expected behaviour" by accounting for a "bug" induced by unexpected behaviour.

And try not to have more than 5 active guns.
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