Search found 90 matches

by MightyKebab
Mon Sep 01, 2014 8:51 am
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6633
Views: 3471269

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Quick fix potential. Slaver pirate instance, slug ship, when you choose to fight the ship and kill the crew you get supplies and then are given the option to release the crew member or force him to work on your ship, if you choose to force the slave on your ship, you loose a crew member and are not...
by MightyKebab
Wed Jul 30, 2014 11:09 am
Forum: Working Mods
Topic: [Ship] N-R-G
Replies: 13
Views: 9897

Re: [Ship] N-R-G

Arse101 wrote:
MightyKebab wrote:Eeh.... Is it just me or the download link is for the Foot Soldier boarding ship?


whoops! ill fix that right up!



Phoof, thank heavens! A part of me almost died when I couldn't download such a sexy mod <3
by MightyKebab
Thu Jul 24, 2014 11:29 am
Forum: Working Mods
Topic: [Ship] N-R-G
Replies: 13
Views: 9897

Re: [Ship] N-R-G

Eeh.... Is it just me or the download link is for the Foot Soldier boarding ship?
by MightyKebab
Sat Jun 28, 2014 4:29 pm
Forum: Working Mods
Topic: [MOD LIST] RAD-82's Junkyard
Replies: 7
Views: 35718

Re: [MOD LIST] RAD-82's Junkyard

Oh no! Rad's gonna give up modding after two more ships!








ya been good son :cry:




Alternatively, you might have just been lazy :P
by MightyKebab
Fri Jun 13, 2014 10:06 pm
Forum: Stories & Storytelling
Topic: The most pathetic thing that ever ruined a run
Replies: 7
Views: 5839

Re: The most pathetic thing that ever ruined a run

lol, I once barely made it to the end of sector 7 with no fuel on kestrel. The rebel fleet was only a few jumps ahead of me so I put on the distress beacon for the next jump. Met a Mantis Bomber with teleporter, 2 artemis missiles and an ion bomb. Noone could've came out of that one looking pretty.
by MightyKebab
Sun Jun 08, 2014 10:30 am
Forum: Working Mods
Topic: [MOD] FTL: Extended vAE.1.1
Replies: 6
Views: 43254

Re: [MOD] FTL: Extended vAE.1.1

Tried it today. Looks good overall but I find it a tad bit problematic to have the rebel fleet still chasing me millions of light years away from the front line. Could you make a third optional addon that disables the fleet?
by MightyKebab
Sun Jun 08, 2014 8:39 am
Forum: Working Mods
Topic: [Ship] Enigma vAE.1.1
Replies: 4
Views: 7163

Re: [Ship] Enigma vAE.1

Holy shit.



I took a break from the forums for a while. Coming back, I had no idea someone would actually make this. Respect man. The only problem I have is it sorta looks out of canon with those rainbowy colors :P
by MightyKebab
Fri Apr 25, 2014 4:25 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 37
Views: 18051

Re: [MOD] Crew Diversity

I'm still unsure with Engies. I'd like to encourage you to have a shot at it by reminding that, as explained in the wiki they can,"adopt different shapes to better cope with their environment, although they generally maintain a humanoid form, which most other races are habitually more comforta...
by MightyKebab
Thu Apr 24, 2014 1:26 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 37
Views: 18051

Re: [MOD] Crew Diversity

To go in detail with my suggestion, it'd look more fitting for the actual race if this floating ball had an eye very similar to the humanoid engis. I'd also suggest a bulky engi aswell, something like a recoloured AP/Boarding drone with "boosters" under his feet that keep it elevated sligh...
by MightyKebab
Tue Apr 22, 2014 1:49 pm
Forum: Working Mods
Topic: [Ship] The Incinerator vAE.1
Replies: 2
Views: 6819

Re: [Ship] The Incinerator vAE.1

Another original artwork from Rad, keep it up dude! I had the idea of two slug ships today, one would have a weak beam and rely on it's hacking drone, while the other would rely on boarding with a single slug and a level 2 mind control system. Would you, by any chance, make an attempt at these conce...