Search found 83 matches

by fdagpigj
Sun Feb 19, 2017 6:04 pm
Forum: Working Mods
Topic: [Ship hub/pack] fdagpigj's Hangar
Replies: 2
Views: 6621

[Ship hub/pack] fdagpigj's Hangar

I've made a handful of custom player ships by now, so I think it's about time to make a hub, a place where you can find each of them easily and that I can link to in my sig. But because simply making a listing of the threads of each one seems too self-promotey and lazy, I decided to compile them int...
by fdagpigj
Sat Feb 18, 2017 7:10 pm
Forum: Working Mods
Topic: [Ship] The Fake Slug
Replies: 7
Views: 7139

[Ship] The Fake Slug

Why this exists A few months ago I was thinking about how to abuse the fact that you get temporary vision in the room where a bomb hits. Obviously for it to even matter, a ship must not have sensors or slug crew, but I still felt it was appropriate to make the mechanic into a slug ship. But since m...
by fdagpigj
Wed Feb 01, 2017 2:25 pm
Forum: Working Mods
Topic: [Ship] The Pinkyller
Replies: 5
Views: 5293

Re: [Ship] The Pinkyller

I really think this ship needs an extra weapon, that alone would make it (personally) lots more manageable in the early game. Taking a hint from the Adjudicator which has the leto to take the shields down should it be needed. The Adjudicator has a shield system of its own to begin with though. It d...
by fdagpigj
Sat Jan 28, 2017 8:07 pm
Forum: Working Mods
Topic: [Ship] The Pinkyller
Replies: 5
Views: 5293

[Ship] The Pinkyller

Why this exists Because I came up with an awesome pun for a weapon name, hullberd, a mix between the hull and halberd beams, and because the next ship gimmick that I knew I wanted to do would be possibly quite underpowered and I don't want gimmicky/underpowered ships to make up more than half of my...
by fdagpigj
Mon Jan 02, 2017 11:43 pm
Forum: Working Mods
Topic: [Ship] Hunk o' Junk
Replies: 0
Views: 3608

[Ship] Hunk o' Junk

Why this exists Because I'm evil and also because I randomly decided I want to make every other ship I publish fairly powerful while making every other ship underpowered. This is my 4th ship, so underpowered it is. :P I wanted to make the weakest ship you might possibly imagine but still have a cha...
by fdagpigj
Fri Dec 02, 2016 5:26 pm
Forum: Working Mods
Topic: [AE][Ship] Indomitable Cruiser (Types A, B & C)
Replies: 10
Views: 14557

Re: [AE][Ship] Indomitable Cruiser (Types A, B & C)

Just looking at the images, how are you meant to survive if you only get 4 drone parts from the start and have to use 2 every fight to have a chance at winning? If there's a drone recovery arm you might want to mention that.
by fdagpigj
Mon Nov 28, 2016 2:28 pm
Forum: Working Mods
Topic: [Ship] Camoufdage
Replies: 10
Views: 8800

Re: [Ship] Camoufdage

Biohazard063 wrote:Just wanted to point this out :

Well, shit... no idea how that got messed up, but I'm working on fixing it.
by fdagpigj
Tue Nov 22, 2016 8:02 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1272
Views: 453057

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

Yeah, in general if you can't find an image chances are it is in the ipad folder, ipad/map in your case. I tried to search there as well but there's no image name containing "overlay" anywhere in the ipad folder except help_screen_overlay.png, and manually looking there doesn't seem to be...
by fdagpigj
Tue Nov 22, 2016 7:29 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1272
Views: 453057

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

Does anyone know how to find the AE beacon map overlay image? When I unpack the data files using SMM all I can find is the pre-AE version (img/map/map_overlay.png) which is smaller and slightly different.
by fdagpigj
Tue Nov 22, 2016 5:42 pm
Forum: Working Mods
Topic: [Ship] Camoufdage
Replies: 10
Views: 8800

Re: [Ship] Camoufdage

All you had to do was ask for a fix with the slug repair gel regarding CE. Ever since I first brought it up on my Anomaly, Rannl made an "add-on" (I suppose) to add to your mod and the problem is solved. It's really handy since it really doesn't make sense for an AI-ship to be classified ...