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Re: [MOD] Disable Fleet (FTL file)

Posted: Tue Feb 12, 2013 2:14 am
by RedDeBlu
I've combined "Disable Fleet" with "Extra Scrap Mod at Beginning and End of Sectors" (linked here: viewtopic.php?f=11&t=11178) to make them compatible, as Natar's compatibility update doesn't actually work.

I want to ask if it is alright with you if I give this combination to Natar for distribution, or otherwise give it out at all?

Re: [MOD] Disable Fleet (FTL file)

Posted: Sat Mar 16, 2013 8:38 pm
by FattyDragon
Doesn't work for me for soem reason :C

Re: [MOD] Disable Fleet (FTL file)

Posted: Fri May 24, 2013 2:38 am
by dryfclr5
Having some problems downloading the file, it says "The file you attempted to download is an archive that is damaged or possibly encrypted." Halp?

Re: [MOD] Disable Fleet (FTL file)

Posted: Sat May 25, 2013 9:08 am
by xdiesp
dryfclr5 wrote:Having some problems downloading the file, it says "The file you attempted to download is an archive that is damaged or possibly encrypted." Halp?


Sounds like the file is corrupted, do you use winrar to open these or Windows's own?

Re: [MOD] Disable Fleet (FTL file)

Posted: Sat May 25, 2013 1:38 pm
by cubik2k
Hello, I am new here, this is my first post.

I have Disable Fleet mod (ftl)
Here is a link:
http://db.tt/tXgDuMgO

Enjoy :)

Re: [MOD] Disable Fleet (FTL file)

Posted: Tue Sep 03, 2013 11:31 am
by Astapius542
hi uhm i was wondering if it was possible too make it so that that it dosnt change what the text says when you start a new game beacuse its conflicting with begining scrap mod uppgraded

Re: [MOD] Disable Fleet (FTL file)

Posted: Tue Sep 03, 2013 4:43 pm
by UltraMantis
I'm not sure if this is actually possible. Mods that change the starting event are not compatible with one another (though the game may be playable in some way). Don't know if it's possible to remove the fleet without editing the starting event.

Re: [MOD] Disable Fleet (FTL file)

Posted: Thu Sep 05, 2013 8:24 am
by Metzelmax
Disable fleet mod doesnt work correctly anyway. Since Every time a event changes the pursuit (+or-) it simply overwrites the previous one, you would loose the delay he made on the start beacon anyway.

To make this mod work correctly you'd need to remove all appearances of "modifyPursuit" within all events.

Re: [MOD] Disable Fleet (FTL file)

Posted: Thu Oct 10, 2013 9:50 pm
by jollyolly
thanks for this works perfectly

Re: [MOD] Disable Fleet (FTL file)

Posted: Fri Mar 07, 2014 6:53 am
by Itsapaul
So is there a way for this mod to work now? Changing it to .ftl to work with SMM doesn't seem to help.