Search found 178 matches

by Gidoza
Fri Feb 17, 2017 5:13 pm
Forum: Working Mods
Topic: [Ship Randomizer] The Randtrel v1.3.0
Replies: 301
Views: 224229

Re: [Ship Randomizer] The Randtrel v1.3.0

Hello All, Just wanted to check if anyone might have any requests for additional features for this mod. I might get a chance to release an updated version in the future. Randtrel has been downloaded more then 8000 times! Keep on FTLing and have fun in general. I'm actually presently working on a mo...
by Gidoza
Thu Feb 16, 2017 9:28 pm
Forum: Working Mods
Topic: CE Mod With Documented Changes
Replies: 2
Views: 17113

CE Mod With Documented Changes

So I was [appropriately] chastised last time I uploaded this for not having a list of changes...so this time, I've included them (and will update the list from now on). It's all in a Microsoft Word file in the link below along with the mod itself. Basically, this is a mod of CE - it doesn't change a...
by Gidoza
Tue Feb 14, 2017 11:29 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4591743

Re: FTL Captain's Edition 1.297/Inf 1.28/EL 1.297

This is why I was making a mod of the mod, because there's stuff like this in -many- places throughout the mod. I would try that, but in your post there isn't much in the way of the details really. I know you said the changelog got mixed around and you lost track combined with little interest in th...
by Gidoza
Fri Feb 10, 2017 4:17 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4591743

Re: FTL Captain's Edition 1.297/Inf 1.28/EL 1.297

I've always wondered why the Ares Missile is even a thing in this mod. When compared side by side with the Hull Missile Mark II, (Ares Missile) 2 power, 20 second charge, 4 damage with a 30% chance to start a fire, a 20% chance to cause a breach, and a 3 second stun. Costs 60 scrap, and has level 3...
by Gidoza
Thu Jan 19, 2017 3:35 am
Forum: Mod Development
Topic: Flagship Diversity Beta - Need Testers!
Replies: 22
Views: 11341

Re: Flagship Diversity Beta - Need Testers!

Hello!

New version as of January 18, 2017 - lots of fixes, balance changes, and graphics adjustments, but still a bunch of work to do! I haven't forgotten the project for a second. :)

Here it is!

http://www.filedropper.com/customflagships11
by Gidoza
Sun Jan 08, 2017 9:19 pm
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 26966

Re: Rebel Flagship Design

Thank you!
by Gidoza
Sun Jan 08, 2017 2:49 pm
Forum: Mod Development
Topic: Flagship Diversity Beta - Need Testers!
Replies: 22
Views: 11341

Re: Flagship Diversity Beta - Need Testers!

So right now I'm just redesigning all the ships from what I've learned to avoid some of the bugs and problems. Still have issues with proper centering (this is the most elusive trait) but even if not centered I'll have anotger batch ready by next week.
by Gidoza
Wed Jan 04, 2017 4:08 am
Forum: Mod Development
Topic: Flagship Diversity Beta - Need Testers!
Replies: 22
Views: 11341

Re: Flagship Diversity Beta - Need Testers!

Okay, so a couple things to report from my single hour of testing since I've been back on vacation. 1. Apparently, FTL does not like certain values for the shield bubble. When trying to straighten things, it makes the game crash. Even numbers at least appear to be okay. The point is that I need to b...
by Gidoza
Wed Jan 04, 2017 4:01 am
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 26966

Re: Rebel Flagship Design

https://dl.dropboxusercontent.com/u/18243056/customflagship/box_hostiles_hull2%20upanddown.png Do you mean something like this? https://dl.dropboxusercontent.com/u/18243056/customflagship/up%20and%20down%20hull.ftl Exactly that - yes! (But why is it white? :P)
by Gidoza
Thu Dec 29, 2016 6:35 pm
Forum: Mod Development
Topic: Flagship Diversity Beta - Need Testers!
Replies: 22
Views: 11341

Re: Flagship Diversity Beta - Need Testers!

When you fought X, were you on Hard, or not Hard? On Hard, all of those Artillery are going to be set at 4, but on Normal/Easy I had them set to different values. So yeah this is where knowing the difficulty level makes a difference. It was normal, I've since tested a little more and it looks like ...