Search found 2297 matches

by Sleeper Service
Tue Apr 23, 2013 10:41 am
Forum: Working Mods
Topic: Balanced Arsenal Mod 1.2/1.12b
Replies: 61
Views: 89035

Re: Balanced Arsenal Mod

Bonnie Lass wrote:And uhm, the event files are in both releases. Looks like you messed up there. Both files are completely identical, in fact.


Thanks, that should be fixed now.
by Sleeper Service
Mon Apr 22, 2013 9:59 pm
Forum: Working Mods
Topic: Balanced Arsenal Mod 1.2/1.12b
Replies: 61
Views: 89035

Re: Balanced Arsenal Mod

I think these stuff comes from having Linux files on Windows computers, for I cant see them on my Linux rig at all, not sure though. Did the mod work for you correctly? I guess as long as that is the case this should be harmless, but might swell the file size a little. Tried to delete everything wit...
by Sleeper Service
Fri Apr 19, 2013 1:13 pm
Forum: Mod Development
Topic: Fight Stations: No engines/piloting?
Replies: 37
Views: 22661

Re: Fight Stations: No engines/piloting?

Oh well that sounds like serious bad news. I guess we can get around the second problem as the stations going to spawn in their own respective event anyway and are not part of the original lists. Still would be cool if at last custom made lists would work, variety enemies could then be spawned by ne...
by Sleeper Service
Fri Apr 19, 2013 8:24 am
Forum: Mod Development
Topic: Fight Stations: No engines/piloting?
Replies: 37
Views: 22661

Re: Fight Stations: No engines/piloting?

Yes more hull and increased use of augmentations was planned for balancing the stations. Depending on faction some of them will have good boarding equipment and drone system. Most of them will have four weapons slots anyway but I'm not sure what exactly happens balance wise if we go further with tha...
by Sleeper Service
Thu Apr 18, 2013 12:49 am
Forum: Mod Development
Topic: Fight Stations: No engines/piloting?
Replies: 37
Views: 22661

Re: Fight Stations: No engines/piloting?

Thanks for testing that, looks like most things are going to work smoothly during implementation then. Nice gibs with loads of warped metal are kind of time consuming to make so this still is going to take while. https://dl.dropboxusercontent.com/u/72297689/pirate%20station.gif pirate station beta
by Sleeper Service
Wed Apr 17, 2013 9:57 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 441700

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

So turns out I had several different Java versions installed and just had to switch to 1.7.
The editor loads and works correctly now for me as well.

Thanks again for your quick support, you are working true magic here in my opinion. Battle Stations! mod coming up in a few then I guess.
by Sleeper Service
Tue Apr 16, 2013 6:35 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 441700

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Thanks for the fast response! Unfortunately that .jar doesn't execute at all for me. No log either.
by Sleeper Service
Tue Apr 16, 2013 6:22 pm
Forum: Mod Development
Topic: Fight Stations: No engines/piloting?
Replies: 37
Views: 22661

Re: Fight Stations: No engines/piloting?

So the basic designes for the stations of the different factions are finished now, but with gibs and implementation there is still a lot to do. I wanted to ask if anyone has tested how a missing piloting system affects crew spawning on enemy ships. (Because normally crew is spawned as close as possi...
by Sleeper Service
Tue Apr 16, 2013 2:58 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 441700

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

I dont get an error dump when I run the editor in Wine, but I get one when I execute the superluminal_win32.jar with Java Platform SE Binary. I cant imaging how much work it would take to create Lunux support but as said, Id totally dig it! I allready sprited about ten different stations for this an...
by Sleeper Service
Mon Apr 15, 2013 1:41 pm
Forum: Mod Development
Topic: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
Replies: 775
Views: 441700

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

No, it doesnt matter if i load a ship before or not. I open superluminal, and the first thing i do is to go to "change archives" and when the resource.dat is about to be extracted, superluminal crashes. I just installed the editor and encountered similar problems. I always get the first r...