Search found 793 matches

by RAD-82
Fri Sep 22, 2017 4:25 pm
Forum: Working Mods
Topic: [Ship] Catastrophe vAE.1.1
Replies: 3
Views: 7048

[Ship] Catastrophe vAE.1.1

https://steamuserimages-a.akamaihd.net/ugc/1500215743305303964/AA6E7AADB7BCD7FFF7ACA32BCAD5FB5B422493BE/668x376.resizedImage Old AE.1 Hanger Image Install with Slipstream Mod Manager MediaFire Download Link AE.1.1 - Replaces Kestrel-A Initial Release of AE.1: -Introducing the Chaotic Energy Laser a...
by RAD-82
Mon Sep 11, 2017 6:26 pm
Forum: Working Mods
Topic: My post requires approval from a Moderator
Replies: 4
Views: 2635

Re: My post requires approval from a Moderator

My memory might be a little fuzzy here, but I think this issue seems to have something to do with links. When you post something that just has a url for the download in the post, it seems to trigger the moderator approval requirement, in order to fight spam(bots) that like to post links. Something l...
by RAD-82
Mon Aug 28, 2017 1:59 am
Forum: Working Mods
Topic: [Ship][CE Ready] The Masochist
Replies: 7
Views: 9130

Re: [Ship][CE Ready] The Masochist

Blue is the new yellow?
by RAD-82
Mon Aug 21, 2017 3:01 pm
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 223
Views: 928184

Re: Master Mod List - Advanced Edition

Holy Crap! is a ship pack.
by RAD-82
Fri Jun 02, 2017 4:20 pm
Forum: Mod Development
Topic: Random Ideas
Replies: 18
Views: 16396

Re: Random Ideas

Early in my modding career, I had an idea for an overhaul. The cheesy overhaul. All the ships are cheese. Engi ships generally have a donut (hole in the middle) shape, so they would fly swiss cheese ships. Fire would be replaced with mold, so Rocks with their fire immunity would fly bleu cheese as i...
by RAD-82
Fri May 26, 2017 9:44 pm
Forum: Mod Development
Topic: Enemy Ship Won't Spawn
Replies: 3
Views: 2872

Re: Enemy Ship Won't Spawn

The ship or event? I don't recognize that xmlns stuff in your slipstream tags. If the event is working and it is just the ship not appearing, then try removing the <minSector> and <maxSector> tags from the blueprint. A <minSector> of 1 might be preventing the ship from loading in the first sector.
by RAD-82
Fri May 26, 2017 3:47 pm
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 223
Views: 928184

Re: Master Mod List - Advanced Edition

A lot of the links still use "ftlgame" and they don't allows seem to redirect to "subsetgames" when clicking on them. This is a minor annoyance when logged into the forum since you can't actually edit posts while on the wrong domain.
by RAD-82
Fri May 26, 2017 3:30 pm
Forum: Working Mods
Topic: [Ship] Frankenstein vAE.1.3
Replies: 12
Views: 32087

Re: [Ship] Frankenstein vAE.1.3

I've updated this piece of junk. If you want more weapon slots, there is now a Type B and C, but you lose drone slots for them. If you want more systems, you can now buy broken system parts at stores. Your Engi will use themselves to fix and install them. You can even build your own Engi out of the ...
by RAD-82
Mon Apr 10, 2017 3:57 am
Forum: Mod Development
Topic: The Shipyard
Replies: 291
Views: 252926

Re: The Shipyard

Since there is talk about weapons as hulls, I will point out my attempt: Chain Vulcan 900. The download link is near the bottom of the post, since it was a bonus ship that didn't fit in with the main mod.
by RAD-82
Mon Feb 27, 2017 3:38 am
Forum: Working Mods
Topic: [MOD] Limited Time Offer! vAE.1.1
Replies: 8
Views: 23709

Re: [MOD] Limited Time Offer! vAE.1.1

mr_easy_money wrote:How did you come up with the price ranges for the "Gamble on random equipment..." list of choices?

Sorry, I do not recall. It looks like I just choose a minimum value and tripled it for the maximum value. Weapons and augments are more valuable, so I made them cost more? :?