Search found 80 matches

by fdagpigj
Sat Jan 02, 2016 4:36 pm
Forum: Mod Development
Topic: The Twelve Days of FTLmas
Replies: 11
Views: 4044

Re: The Twelve Days of FTLmas

siuwa wrote:8 damage beam


Noooo 8 needs to be:
8 crystal crew :D
by fdagpigj
Thu Dec 31, 2015 8:24 pm
Forum: Mod Development
Topic: Working on a story overhaul mod. Need help.
Replies: 4
Views: 2585

Re: Working on a story overhaul mod. Need help.

I don't have much experience with sector modding either, but I will try to do my best to at least help you find where to look. Also really nice to see you, crabbro (for lack of a better term), making a story mod, those feel awfully rare and I think you should be able to pull it off. 3. For stores, o...
by fdagpigj
Fri Dec 11, 2015 2:09 pm
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 472716

Re: Hurray! Another multiplayer clone project. :)

Whoops, I completely forgot to reply since I wasn't able to at the moment when I got the email. Is there AI, and how much? Not yet, but it will be added. But I don't really understand the "how much" question :) How much of AI? - 158477 I think :) Nice! By how much I meant how prevalent it ...
by fdagpigj
Fri Nov 27, 2015 7:57 pm
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 472716

Re: Hurray! Another multiplayer clone project. :)

This is pretty cool. It seems like you're going quite far from the original game in terms of gameplay. How do you control your character, mouse or keyboard? Would several players man a single ship or would everyone have their own ships, or both? Would it be an MMO with one official server that every...
by fdagpigj
Fri Nov 13, 2015 9:46 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 31831

Re: Operation: Clonebay

Woo, I tried to launch it on Windows and ran into the exact same error as the creator, I'm happy I took a break from trying to figure it out since now I at least know it's not just on my end :D Too bad he appears to have abandoned the project :| I might try to continue in his place if I have time an...
by fdagpigj
Mon Jul 27, 2015 7:59 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Automaton
Replies: 22
Views: 27766

Re: [Ship][AE][CE ready] The Automaton

Anistuffs wrote:
fdagpigj wrote:Ani's tuffs :P

[googles 'tuffs']
Ah yes, my igneous rocks that are made of volcanic ash which was ejected during an explosive volcanic eruption on my trip to Krakatoa that fateful day. However did you know about them? :P

Just a hunch :D
by fdagpigj
Mon Jul 27, 2015 6:42 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Automaton
Replies: 22
Views: 27766

Re: [Ship][AE][CE ready] The Automaton

Anistuffs wrote:
Sleeper Service wrote:Anis said this, not Bio.

I actually prefer the nickname Ani (being the first 3 letters of my first name) but sure, why not :P

Ani's tuffs :P
by fdagpigj
Sun Jul 26, 2015 7:21 pm
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Automaton
Replies: 22
Views: 27766

Re: [Ship][AE][CE ready] The Automaton

Anistuffs wrote:* fdagpigj for being a bunny.


Thanks, I worked hard on that. :P
by fdagpigj
Sat Jun 20, 2015 9:40 am
Forum: Working Mods
Topic: [Ship][AE] Fdager-649
Replies: 4
Views: 9570

Re: [Ship][AE] Fdager-649

Seeing how ship mods are the last mods that should be loaded in, adding the following code to the blueprints.xml.append will make it so artillery doesn't show up in stores : <mod:findName type="systemBlueprint" name="artillery"> <mod-overwrite:rarity>0</mod-overwrite:rarity> </m...
by fdagpigj
Fri Jun 19, 2015 7:23 pm
Forum: Working Mods
Topic: [Ship][AE] Fdager-649
Replies: 4
Views: 9570

[Ship][AE] Fdager-649

Origin I had a few ideas for mod ships, and so one night after being inspired by Biohazard063 in the comments of one of Anistuffs' videos to get into modding, I went ahead and made a stealth ship. I didn't really have any solid plans for the gameplay I wanted, I just threw in some weapons and syste...