Search found 229 matches

by stargateprovider
Tue Apr 19, 2016 1:25 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216905

Re: [MOD][WIP] Stations Job 0.g

I'm updating the mod very soon and I thought, I'll share some screenshots. *Added this update: Rebel stations type B and type C designed by R4V3-0N + Lanius station type B: http://i.imgur.com/M43FT54.png http://i.imgur.com/jzeMDOk.png http://i.imgur.com/faWZ8q9.png *Next update: Slug station type B ...
by stargateprovider
Sat Mar 26, 2016 4:35 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216905

Re: [MOD][WIP] Stations Job 0.g

Infinite mode is much more fun to play than story mode, and seems to have more events. I've started to build a sort of family on my little Engi Station. That just gave an idea, maybe the "story mode" could be replaced with a time attack, where the player could choose the time it takes for...
by stargateprovider
Fri Mar 25, 2016 11:11 am
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216905

Re: [MOD][WIP] Stations Job 0.g

My problem is that every ship i fight runs away! Pls dont make them run away Can't be done. The game does this to prevent stalemates where you can't defeat the enemy and they can't defeat you and you can't run away. Just gotta shoot them faster. Ships take forever to run away when you have no fuel....
by stargateprovider
Thu Feb 18, 2016 1:22 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1273
Views: 470601

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Can anyone recommend some good tools that increase productivity when editing/testing the xml files ? Right now I am very interested in creating some short stories, therefore only new events/quests, not weapons or ship blueprints (see my post FTL STORIES). I use a text editor (kate on linux) to work...
by stargateprovider
Tue Feb 16, 2016 4:08 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1273
Views: 470601

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Question! I have an event that should occur multiple times on one beacon (you're out of fuel the whole time. Yes this is for Stations Job). It checks your power level, then loads an eventlist. The eventlist contains 2 events. One is unique and the other is supposed to keep happening when the unique ...
by stargateprovider
Tue Feb 16, 2016 3:40 pm
Forum: Mod Development
Topic: Way to check for something constantly
Replies: 4
Views: 2157

Re: Way to check for something constantly

Not really possible, there's no way to check something continuously and trigger an event based on that. Best you could do would be having the same event occur on every jump, but then you'd only ever encounter that one event all game long. You could do this, if you add this event that checks for scr...
by stargateprovider
Mon Feb 15, 2016 1:29 pm
Forum: Mod Development
Topic: NarnKar's Nonsense
Replies: 51
Views: 22293

Re: NarnKar's Nonsense

I think the atmosphere and story there would make for a very enjoyable sector. Would/Are the Sleeping pills meant to be used just once? Since the stasis pod augment disappears when you find a blue option for it.
by stargateprovider
Sat Jan 30, 2016 1:19 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216905

Re: [MOD][WIP] Stations Job 0.g

2. Blueprints and system parts feel kind of out of place, you can just buy the systems in the store so whats the point of buying a handbook, Blueprint and parts when you can just use the store. My idea was to provide a cheaper alternative to the systems in the store. 3. There isn't any way to becom...
by stargateprovider
Wed Jan 27, 2016 12:22 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216905

Re: [MOD][WIP] Stations Job 0.g

Thanks a lot! The room graphics issue might just occur because of another mod, although I can't think of a mod that could cause this. Haven't encountered this myself. The augment swap screen can't be fixed, because it's designed to stay visible until you jump to the next beacon if I recall correctly...
by stargateprovider
Wed Jan 13, 2016 1:47 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216905

Re: [MOD][WIP] Stations Job 0.g

Update! I tried to improve balance in this one. A few stations have different equipment, the asteroid station is finished, but is still pretty hard to play with. Building systems is simpler now. You can get handbooks and blueprints from events. A blueprint can be used to build a single system. With ...