Re: [TC][WIP] FTL:Incursion
Posted: Mon May 26, 2014 11:11 am
I want to help work on this mod.
I know XML code.
Where do I start?
I know XML code.
Where do I start?
Official Forum for FTL: Faster Than Light and Into the Breach
https://subsetgames.com/forum/
Just throwing out that I'm up for hire.R4V3-0N wrote:I do not know if this is exactly a mod that is a community work, I think this is kieves private thing, even fi you do help out, kieve doesn't do not much on it that much as he is a busy man.
You have to A) wait for his response, B) make the call on a lot of things.
Not saying you shouldn't help out, buuuuut.... if you do want to help out on someones mod, work together, etc.
The Acadium, Engi Brigade, and some other mods like that would appreciate help.
(btw I'm the guy working on eb, I would like someone good at coding soon but right now I do not want to think of that part.)
As I said, not sure if kieve is a guy who wants to accept help. just giving you some options.
wouldn't work unless you reminded the player to sell the augment. It's the same way with CE and augment trading.Kieve wrote: Right now what I'm thinking is making the "default" end-beacon event kick you into Secret for looping, and require a renamed Stasis Pod ("Incursor IFF" for example) to break the loop and trigger other events. On entry to the next sector, the start-beacon would then call the Zoltan event that automatically removes the pod. ("The Incursor device in your hold overloads from the jump, sparking and leaking jets of plasma. Quickly, you jettison the damaged IFF before it melts through the ship's hull.")
If/when I finally get back around to working on this properly, there's a lot of content AE enabled that I plan to make use of. It's good to know the Arc Beam can go back to what it was originally designed for.NarnKar wrote:Reading this thread in full for the first time, it seems like there's a few ideas here and there that were discarded or otherwise undiscussed, like the high-breach-chance beam (now possible post-AE).
I'm well aware that removing "custom" augments is impossible. That event is hardcoded specifically to the Stasis Pod and doesn't have any actual code in the XML that performs the removal.I'm sure you're aware that augments can't be forcibly removed, so this idea wouldn't work unless you reminded the player to sell the augment. It's the same way with CE and augment trading.
The name "Archon" was a one-off that sounded good. When this snowballed into a whole big "thing," I went looking around for more stuff in the same vein, and as luck would have it Gnostic themes actually fit pretty well with Incursor ideology.Mostly, though, I'm curious about the Gnostic theme. Care to share some insight on that one?