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Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Wed Sep 26, 2012 2:26 am
by Kieve
A bit late in posting, but I've tested 1.1 and it seems to work just fine now - no more conflicts. I do notice the _MacOSX folder/files sitting dormant in the .ftl but they don't seem to actually affect anything, at least on my end. All the same, I have a "scrubbed" version without the weird Mac bits, if you'd like to add that as a DL option.

Thanks for getting this fixed up!

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Wed Sep 26, 2012 3:33 am
by buzzyrecky
Kieve wrote:A bit late in posting, but I've tested 1.1 and it seems to work just fine now - no more conflicts. I do notice the _MacOSX folder/files sitting dormant in the .ftl but they don't seem to actually affect anything, at least on my end. All the same, I have a "scrubbed" version without the weird Mac bits, if you'd like to add that as a DL option.

Thanks for getting this fixed up!
No problem, and thanks to you too :3

I could fix it, but if it isn't doing anything I'll just have them removed in the next update

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Sat Oct 13, 2012 9:50 pm
by Kerch
Lovin the mod! After a few playthroughs and use of about half the new weapons, I can't see any problems besides the creeper bomb. Breach II : 2 cost, 17 sec, 3 personnel / system damage. Creeper Bomb: 2 cost, 15 sec, 3 personnel / system / HULL damage. Please make this cost 3, if not 4. (I'd still use it :P )

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Sat Oct 13, 2012 10:11 pm
by buzzyrecky
I think the difference was that the Creeper doesn't cause any breach chance, whereas the breach bomb has a 100% chance to. Still a bit overpowered I guess, so I'll change that for you whenever the next real FTL update comes around. (I'm hoping to rework events then)

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Mon Oct 15, 2012 7:18 pm
by deathbyfire222
Just came across a shop. Out of curiosity I checked how much the duel laser X was worth.

Sooooomething tells me it's worth more than 1 scrap. If this was intentional, fine. If not, look into it =].

Great mod! Haven't seen all of the weapons but looks good!

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Mon Oct 15, 2012 10:17 pm
by buzzyrecky
deathbyfire222 wrote:Just came across a shop. Out of curiosity I checked how much the duel laser X was worth.

Sooooomething tells me it's worth more than 1 scrap. If this was intentional, fine. If not, look into it =].

Great mod! Haven't seen all of the weapons but looks good!
All the X items can only be sold for 1 scrap (at least for now), as they're incomplete prototypes of the upgraded versions (or something... idk, I just randomly decided it'd be like that)

and thanks! It might actually take awhile for you to see all the weapons (especially since one of them only exists in the secret sector). Hopefully I'll be able to rework the events soon.

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Mon Oct 22, 2012 4:06 am
by jeme223
great mod, im excited for more updates!

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Mon Oct 22, 2012 12:20 pm
by thomasfn
You shouldn't redistribute resources.dat or data.dat.

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Mon Oct 22, 2012 10:13 pm
by buzzyrecky
I'm fairly certain the game can't be played with just those two files anyway, so what does it matter, really?

I've had a good amount of downloads for them, so I'm guessing not everyone uses the mod packing program... and taking those away would be unfair to them, I think.

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Posted: Tue Oct 23, 2012 6:03 am
by boa13
It's quite simply illegal. Please remove the download to the files ASAP.

I'm sure other people in this sub-forum can help you convert your mod to the ftl mod format. Just ask. :)