Search found 532 matches

by dalolorn
Tue Jun 24, 2014 8:37 am
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4607741

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Suggestion for Endless Mode: can Exit becons be given a cancel option like "Continue exploring this sector."? A lot of the time I've noticed I've ended up on an Exit becon and can't get to another becon or two because they're only connected to the exit one, and there's no real way to get ...
by dalolorn
Mon Jun 02, 2014 8:11 am
Forum: Working Mods
Topic: [SHIP] The Amber Shard
Replies: 54
Views: 94290

Re: [SHIP] The Amber Shard

Why not change the engi med bot dispersal to improved emergency respirators? It would have the same effect, and there would be no need to disable the Mind Control systems on enemy ships. (Also, the Slug engineers that shut off your medbay won't be a problem.) I think that is too different from the ...
by dalolorn
Sun Jun 01, 2014 6:11 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4607741

Re: FTL Captain's Edition 1.216b/Inf 1.216/EL 1.216b

Sleepy, did you fall asleep posting that reply? :lol:

I don't think I've seen a triple post before...
by dalolorn
Sat May 24, 2014 10:46 am
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 97321

Re: AE R&D - What is new? What can we do now?

Can't seem to make 0x0 rooms work no matter what I try. The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities. Random guess, but is putting a room off screen able to produce a simi...
by dalolorn
Sat May 24, 2014 10:43 am
Forum: Working Mods
Topic: [MOD] Corpses 2.1
Replies: 37
Views: 41978

Re: [MOD] Corpses 2.1

No, you cannot make the gibs dependent on anything in the ship. The most you can do is set the weapon mounts to attach to a certain gib, but nothing else.
by dalolorn
Tue May 20, 2014 4:22 pm
Forum: Mod Development
Topic: [MOD][COMATOSE] Open Artillery v0.32
Replies: 44
Views: 21636

Re: [MOD][COMATOSE] Open Artillery v0.32

Weird, that never happened to me pre-AE. Are you sure the artilleries are all linked to the right weapons?
by dalolorn
Sat May 17, 2014 1:07 pm
Forum: Working Mods
Topic: [MOD][WIP] Game-Mod Compatability Tweaks
Replies: 4
Views: 4003

Re: [MOD][WIP] Game-Mod Compatability Tweaks

Fantastic stuff, but maybe you should work on the power bar graphics so it doesn't fly out as far as it did with the shield system in your image?
by dalolorn
Fri May 16, 2014 11:04 am
Forum: Mod Development
Topic: [TC][WIP] FTL:Incursion
Replies: 155
Views: 112606

Re: [TC][WIP] FTL:Incursion

I CANNOT WAIT until this is finished. Soooo awesome. Have fun waiting 3 years. Optimist. :P Who let you out of the coding pens!? :evil: Bad Kieve, bad Kieve! :P On a more serious note, if 3 years is optimistic, I don't think I want to know what your definition of a pessimistic ETA is... :shock:
by dalolorn
Fri May 16, 2014 11:02 am
Forum: Mod Development
Topic: Air Systems [DEV Please Look]
Replies: 24
Views: 11062

Re: Air Systems [DEV Please Look]

RR could be on to something there. :lol:
by dalolorn
Fri May 16, 2014 9:26 am
Forum: Mod Development
Topic: Air Systems [DEV Please Look]
Replies: 24
Views: 11062

Re: Air Systems [DEV Please Look]

Zandorum wrote:If anyone has any information on this I really need it.


Have you tried the wiki?