Search found 787 matches

by RAD-82
Fri May 26, 2017 3:47 pm
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 218
Views: 838963

Re: Master Mod List - Advanced Edition

A lot of the links still use "ftlgame" and they don't allows seem to redirect to "subsetgames" when clicking on them. This is a minor annoyance when logged into the forum since you can't actually edit posts while on the wrong domain.
by RAD-82
Fri May 26, 2017 3:30 pm
Forum: Working Mods
Topic: [Ship] Frankenstein vAE.1.3
Replies: 12
Views: 30075

Re: [Ship] Frankenstein vAE.1.3

I've updated this piece of junk. If you want more weapon slots, there is now a Type B and C, but you lose drone slots for them. If you want more systems, you can now buy broken system parts at stores. Your Engi will use themselves to fix and install them. You can even build your own Engi out of the ...
by RAD-82
Mon Apr 10, 2017 3:57 am
Forum: Mod Development
Topic: The Shipyard
Replies: 290
Views: 206895

Re: The Shipyard

Since there is talk about weapons as hulls, I will point out my attempt: Chain Vulcan 900. The download link is near the bottom of the post, since it was a bonus ship that didn't fit in with the main mod.
by RAD-82
Mon Feb 27, 2017 3:38 am
Forum: Working Mods
Topic: [MOD] Limited Time Offer! vAE.1.1
Replies: 8
Views: 20966

Re: [MOD] Limited Time Offer! vAE.1.1

mr_easy_money wrote:How did you come up with the price ranges for the "Gamble on random equipment..." list of choices?

Sorry, I do not recall. It looks like I just choose a minimum value and tripled it for the maximum value. Weapons and augments are more valuable, so I made them cost more? :?
by RAD-82
Sun Feb 26, 2017 2:34 am
Forum: Working Mods
Topic: [MOD] FTL: Extended vAE.1.1
Replies: 6
Views: 48791

Re: [MOD] FTL: Extended vAE.1.1

I know about both the "Infinite Space" and "Captains Edition Infinite Addon", but both of those change the game, adding more weapons and events. I'm bumping this topic because it seems there is a reddit user that might be interested in this. I'd like to be able to keep jumping a...
by RAD-82
Fri Jan 13, 2017 3:48 am
Forum: Working Mods
Topic: [Ship] The RAD Fleet vAE.1.1
Replies: 22
Views: 34150

Re: [Ship] The RAD Fleet vAE.1

Someone (unauthorizedintruder) made a post on Reddit: So I won with these pea shooters . Since it looks like mr_easy_money thinks it is the Randtrel mod, I figured I'd post here (I'm not a Reddit user) that it isn't the Randtrel mod. Easy mistake to make, considering they are just recolored hulls wi...
by RAD-82
Fri Jan 13, 2017 3:28 am
Forum: Working Mods
Topic: [Ship] The Long March
Replies: 9
Views: 7877

Re: [Ship] The Long March

With no room assigned for the shield, the use of a shield drone will crash the game.
by RAD-82
Sat Jan 07, 2017 4:45 am
Forum: Working Mods
Topic: [SHIP] The Oregon Trail
Replies: 15
Views: 15609

Re: [SHIP] The Oregon Trail

I have to ask - what are the two rooms by the reins for? They don't attach to anything and don't fit that well with the hull image. They prevent the game from crashing. Having too much space between unconnected rooms causes the game to crash. Only one of those rooms are required, but that would loo...
by RAD-82
Thu Dec 29, 2016 6:13 pm
Forum: Mod Development
Topic: [MOD IDEA] Pirate room layouts
Replies: 1
Views: 1507

Re: [MOD IDEA] Pirate room layouts

0tef wrote:Would it be possible to give random encounters just a bit more variety by removing the exclusivity of room layouts between pirates/non-pirates?

Already been done about a year and a half ago.

Enemy Layouts - Mix-up
by RAD-82
Thu Dec 22, 2016 3:52 am
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 23537

Re: Rebel Flagship Design

Anyways - I noticed last night that one of the ships I tested had a shield bubble that was slightly off and a centring that was slightly off. But they don't all seem to be off in the same way. I find this puzzling. The image for the Flagship is exactly the same in every single case. Why would the c...