Search found 87 matches

by Kaerius
Wed Apr 30, 2014 11:53 am
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4474979

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

Too obvious an answer :P Seriously though, how much of a shield-pierce are we talking about here? 2 should do, a good balance point where it's useful but won't single-handedly go through late game shields. From there balance it with power cost, beam length and cooldown(should probably keep the powe...
by Kaerius
Wed Apr 30, 2014 11:35 am
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4474979

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

New Guy wrote:To make the system beams worth using, since ordinary beams also damage systems, it could be given twice the amount of damage ordinary beams usually deal, and be given the range of a Pike Beam. When I put it this way though, it sounds a bit OP.

Or just give it some shield pierce.
by Kaerius
Wed Apr 30, 2014 11:04 am
Forum: Mod Development
Topic: [Tutorial] New Guide on creating weapons
Replies: 135
Views: 84705

Re: [Tutorial] New Guide on creating weapons

Working on learning to mod, and to see if it worked I tried to edit ship starting equipment. So I used FTL Dat Manager to pull out blueprint.xml.append, then I edited the ship loadout, and added the append back in... and nope, didn't work. (Though I've later read I may need to remove the old append ...
by Kaerius
Wed Apr 30, 2014 12:40 am
Forum: Mod Development
Topic: [Tool] ftldat r7
Replies: 259
Views: 223434

Re: [Tool] ftldat r7

Anyone have a working version of ftldat available? The exe just gives me an error message(once I finally force chrome to disregard it classifying it as a virus and refusing to download), so I downloaded the python files, installed python, downloaded pyinstaller and installed NSIS. Ran the prompt... ...
by Kaerius
Tue Apr 29, 2014 12:47 pm
Forum: Working Mods
Topic: [Ship] Bahamut vAE.1.1
Replies: 10
Views: 15900

Re: [Ship] Bahamut vAE.1

Well, that's that solved. I beat the Federation Flagship on my Bahamut run btw, truly a lovely little ship, once I figured out the crash cause and avoided doing that. :p
by Kaerius
Tue Apr 29, 2014 12:04 pm
Forum: Working Mods
Topic: [MOD] BYOS v1.00 - Build your own Ship - Now With CE support
Replies: 8
Views: 11796

Re: [MOD] BYOS v1.00 - Build your own Ship - Now With CE sup

Btw: the unlimited scrap version loops back into the standard version after picking one option, so it's not unlimited. IE: you can grab 500 scrap once and only if it's the very first thing you do, after that the scrap option will not appear again. That's with the CE infinite "unlimited" sc...
by Kaerius
Mon Apr 28, 2014 5:53 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4474979

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

I don't know if this is intentional, oversight, or an unintended side-effect, but I've noticed that weapons that remove system damage also seem to remove crew damage, and it's not fixed by tight spread. Case in point, scatter lasers don't injure crew, at all. (Normal damage 1, system damage -1), eve...
by Kaerius
Mon Apr 28, 2014 4:15 pm
Forum: Working Mods
Topic: [Ship] Bahamut vAE.1.1
Replies: 10
Views: 15900

Re: [Ship] Bahamut vAE.1

I gotta say I really like this little ship. The small size works well with slow rockmen, and the artillery is quite useful without being OP. I wonder though... is the artillery the cause of my crashes against some 3 room drones? It's either this, or patch 1.5.10 and me currently running CE 1.206... ...
by Kaerius
Mon Apr 28, 2014 1:26 pm
Forum: Working Mods
Topic: [MOD] BYOS v1.00 - Build your own Ship - Now With CE support
Replies: 8
Views: 11796

Re: [MOD] BYOS v1.00 - Build your own Ship - Now With CE sup

Any chance of a disabled fleet version? I'm wondering since these mods conflict(and it's even worse if you order them BYOS -> disabled fleet, you get the stripped starter ship and no BYOS shop!)
by Kaerius
Mon Apr 28, 2014 11:42 am
Forum: Working Mods
Topic: Master Mod List
Replies: 269
Views: 940821

Re: Master Mod List

I think we need a new mod list, this one isn't being updated. It's both lacking a lot of mods, and including some that have been discontinued/disappeared.

We also need one that marks which mods work for and/or have been updated for AE and which haven't.