Search found 15 matches

by chronial
Thu Oct 04, 2012 3:42 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 73923

Re: [Modding]Creating your own weapons

Somebody interested in creating an article on the wiki that captures this information? Just wanted to note some info on enemy ship creation posted by Justin here: http://www.ftlgame.com/forum/viewtopic.php?f=12&t=3357#p17116 It's a little more complicated than this but: - BP does nothing. It was...
by chronial
Fri Sep 28, 2012 11:50 am
Forum: Working Mods
Topic: [MOD] High-res background graphics [V1.0]
Replies: 98
Views: 152638

Re: [MOD] High-res background graphics

I am pretty sure you can add more planet images. Have a look at events_imageList.xml in data.dat. The contents should be pretty self–explanatory.
by chronial
Fri Sep 28, 2012 1:56 am
Forum: Tips, Strategy & Guides
Topic: Complete Ships Guide [SPOILERS]
Replies: 120
Views: 677263

Re: Complete Ships Guide [SPOILERS]

you do not need a mantis at all to unlock the mantis ship
by chronial
Thu Sep 27, 2012 11:55 pm
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 81641

Re: [Modding] R&D and current findings

Figured posting this here would make the most sense. In playing around with my Turn The Tide events stuff, I figured out that little hidden="true" tag in the <choice> parameters. Updated the wiki with information since it was out of date, but bottom line is it stops rewards stuff from sho...
by chronial
Thu Sep 27, 2012 2:53 pm
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 81641

Re: [Modding] R&D and current findings

As a coder I can tell you that this is not "inverse of existent code" – it’s inconsistent, but the FTL devs do not seem to care about that too much in general :). No, I did not play around with this – just had a very throughout look at the data files and I can guarantee you that FTL never ...
by chronial
Thu Sep 27, 2012 2:46 pm
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 81641

Re: [Modding] R&D and current findings

Because they did not add it into the game :). The game never does that – it’s possible that they took the time to add that feature and never used it, but that’s unlikely.
by chronial
Thu Sep 27, 2012 2:38 pm
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 81641

Re: [Modding] R&D and current findings

Using two <crewMember/> calls in a single event doesn't appear to work, only the last one is respected. You are right. If you want to add or remove more that one crewmember, set the amount to that number. If you want to add 2 crewmembers with specific names / different races, you will have to chain...
by chronial
Thu Sep 27, 2012 10:06 am
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 81641

Re: [Modding] R&D and current findings

Btw, are you trying to modify the data.dat directly? If so = doesn't work. If you're using GMM, ensure your files are coded in ANSI-format. 100 Points for looking closely at the screenshot ;) @rivers: Have a look here: http://ftlwiki.com/wiki/Modding_Guide You need to unpack the data.dat, make your...
by chronial
Thu Sep 27, 2012 9:51 am
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 81641

Re: [Modding] R&D and current findings

Try applying your changes one by one to find out which is causing the crash. So first try to only add the augment. Then only change one weapon to burst3, etc.
by chronial
Wed Sep 26, 2012 12:57 pm
Forum: Mod Development
Topic: [Modding] R&D and current findings
Replies: 134
Views: 81641

Re: [Modding] R&D and current findings

And that's ... fantastic. Except that SHIPS_PIRATE isn't in the string table; SHIPS_REBEL is, but that's rebels. Which is also used for something related ... <ship name="PIRATE_SLAVER" auto_blueprint="SHIPS_PIRATE"> I think you may be looking in the wrong place with resolving th...