Slipstream says I'm doing it wrong, but I'm not sure what I'm doing that it doesn't like.Zenith wrote:I assume I have it wrong, I'll try out the Slipstream Validate.Would it be too much to ask for an explicit download link? I'd like to see how it's being packaged.
A common newbie mistake is compressing a folder CONTAINING the folders inside it, rather than compressing the folders raw. Try selecting your mod in Slipstream and clicking "Validate".
This is how I had it: http://www.mediafire.com/file/ul9pe5d25 ... antage.zip
Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- Zenith
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- mr_easy_money
- Posts: 625
- Joined: Fri May 29, 2015 9:05 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Zenith wrote:Slipstream says I'm doing it wrong, but I'm not sure what I'm doing that it doesn't like.
TheVastComplex nailed it right here. it appears you have an extra folder between your zipped folder and the data and mod-appendix folders (weapon advantage.zip --> weapon advantage --> data, mod-appendix)TheVastComplex wrote:A common newbie mistake is compressing a folder CONTAINING the folders inside it, rather than compressing the folders raw.
when selecting what to "Send to a Compressed zipped folder...", make sure that you select the data and mod-appendix folder and then send to a compressed zipped folder, instead of sending the folder "weapon advantage" to a compressed zipped folder.
I fixed that and looks like your mod works fine:


(that "Screenshot Saved" thing in the corner is just something of my own: the built-in windows 10 xbox screenshot thing)

Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I have a question. I'm making a custom ship and giving it 10 Engine power, but power bars 9 and 10 make evade drop to base again, how do I fix this?

- stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Actually Power Bars 9 and 10 put your engine power to 0. What you're getting is the manning bonus.
There is no fix to this, you just don't put that much power into Engines. Just like Level 4 Mind Control is useless. Level 4 Hacking is too but Level 5 is 2 minutes of Hacking power.
There is no fix to this, you just don't put that much power into Engines. Just like Level 4 Mind Control is useless. Level 4 Hacking is too but Level 5 is 2 minutes of Hacking power.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
So no super engines huh? Oh well.stylesrj wrote:Actually Power Bars 9 and 10 put your engine power to 0. What you're getting is the manning bonus.
There is no fix to this, you just don't put that much power into Engines. Just like Level 4 Mind Control is useless. Level 4 Hacking is too but Level 5 is 2 minutes of Hacking power.

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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Greetings. Could someone please share with me the name of the Crystal Sector in the game's code? (As far as I know, it could be Crystal_Sector, Hidden_Crystal_Worlds, etc., and a Google Search didn't help at all, with all the links instead relating to how to find the sector in-game)
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
"<sectorDescription name="CRYSTAL_HOME" minSector="0" unique="true">LaytheDragon wrote:Greetings. Could someone please share with me the name of the Crystal Sector in the game's code? (As far as I know, it could be Crystal_Sector, Hidden_Crystal_Worlds, etc., and a Google Search didn't help at all, with all the links instead relating to how to find the sector in-game)
<nameList>
<name>Hidden Crystal Worlds</name>
</nameList>
<trackList>
<track>debris</track>
<track>wasteland</track>
<track>deepspace</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="0"/>
<blueprint name="mantis" rarity="0"/>
<blueprint name="energy" rarity="0"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="0"/>
<blueprint name="human" rarity="0"/>
<blueprint name="crystal" rarity="1"/>
<blueprint name="LASER_BURST_1" rarity="0"/>
<blueprint name="LASER_BURST_2" rarity="0"/>
<blueprint name="LASER_BURST_2_A" rarity="0"/>
<blueprint name="LASER_BURST_3" rarity="0"/>
<blueprint name="LASER_BURST_5" rarity="0"/>
<blueprint name="LASER_HEAVY_1" rarity="0"/>
<blueprint name="LASER_HEAVY_2" rarity="0"/>
<blueprint name="MISSILES_1" rarity="0"/>
<blueprint name="MISSILES_2" rarity="0"/>
<blueprint name="MISSILES_2_PLAYER" rarity="0"/>
<blueprint name="MISSILES_3" rarity="0"/>
<blueprint name="MISSILES_BURST" rarity="0"/>
<blueprint name="MISSILES_BREACH" rarity="0"/>
<blueprint name="BEAM_1" rarity="0"/>
<blueprint name="BEAM_2" rarity="0"/>
<blueprint name="BEAM_3" rarity="0"/>
<blueprint name="BEAM_LONG" rarity="0"/>
<blueprint name="BEAM_FIRE" rarity="0"/>
<blueprint name="BOMB_BREACH_1" rarity="0"/>
<blueprint name="BOMB_BREACH_2" rarity="0"/>
<blueprint name="ION_1" rarity="0"/>
<blueprint name="ION_2" rarity="0"/>
<blueprint name="ION_4" rarity="0"/>
<blueprint name="BOMB_1" rarity="0"/>
<blueprint name="BOMB_FIRE" rarity="0"/>
<blueprint name="BOMB_ION" rarity="0"/>
<blueprint name="BOMB_HEAL" rarity="0"/>
<blueprint name="LASER_HULL_1" rarity="0"/>
<blueprint name="LASER_HULL_2" rarity="0"/>
<blueprint name="BEAM_HULL" rarity="0"/>
<blueprint name="MISSILES_HULL" rarity="0"/>
<blueprint name="BOMB_LOCK" rarity="3"/>
<blueprint name="CRYSTAL_BURST_1" rarity="1"/>
<blueprint name="CRYSTAL_BURST_2" rarity="4"/>
<blueprint name="CRYSTAL_HEAVY_1" rarity="2"/>
<blueprint name="CRYSTAL_HEAVY_2" rarity="5"/>
</rarityList>
<startEvent>START_BEACON_CRYSTAL</startEvent>
<event name="STORE_CRYSTAL" min="2" max="3"/>
<event name="ITEMS_CRYSTAL" min="2" max="2"/>
<event name="NOTHING_CRYSTAL" min="2" max="2"/>
<event name="HOSTILE_CRYSTAL" min="6" max="10"/>
<event name="BOARDERS_CRYSTAL" min="1" max="2"/>
<event name="NEUTRAL_CRYSTAL" min="12" max="12"/>
</sectorDescrption>"
--sector_data.xml
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
With most of my ships and weapons complete, I feel ready to move on to the next chapter of my work. And that is to give baddies my weapons and make weapons show up in the weapons pool for generated enemies. Any tutorials or guides for doing this? I found the lists, do I just add this section to my autoBlueprints.xml.append and add in my weapons to the appropriate places? EDIT: I've tried something like that below, and so far no effect.
Code: Select all
<blueprintList name="WEAPONS_REBEL">
<name>LASER_BURST_1</name>
<name>LASER_BURST_2_A</name>
<name>LASER_BURST_3</name>
<name>LASER_BURST_5</name>
<name>LASER_HEAVY_1</name>
<name>LASER_HEAVY_2</name>
<name>MISSILES_1</name>
<name>MISSILES_2</name>
<name>MISSILES_3</name>
<name>MISSILES_BREACH</name>
<name>BEAM_1</name>
<name>BEAM_2</name>
<name>BOMB_1</name>
<!-- MLAS Weapons -->
<name>LASER_RAIL_1</name>
<name>RAIL_CHARGEGUN</name>
<name>BEAM_SCALPEL</name>
</blueprintList>

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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I seem to be rather hung up on giving multiple weapons or augmentation rewards to the player in an event. I'm going to assume it's not possible to do in one event block. Are there any examples of an efficient way of doing this? I've done a couple searches but the answer has eluded me. Thanks in advance for any help.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Game don't display characters "ĄąĆćĘꣳŃńŚśŻżŹź" correctly. Any solution for that?