[Ship] Auto-Terminator vAE.1.2

Distribute and discuss mods that are functional. Moderator - Grognak
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: [Ship] Auto-Terminator vAE.1.2

Postby Sleeper Service » Thu Dec 25, 2014 3:08 pm

kartoFlane wrote:Which makes me wonder... What would happen if you put player ship blueprint(s) inside a blueprintList, and have an event choice require the list? Would it cause it to only trigger for the ship(s) placed in the list?

Tried that a while ago, does not work. It seems the player ship blueprint itself can't be checked for in events right now.
InsanityWulf
Posts: 4
Joined: Thu Aug 01, 2013 12:18 pm

Re: [Ship] Auto-Terminator vAE.1.2

Postby InsanityWulf » Sat Mar 07, 2015 11:17 pm

Can't escape sector one with any scrap.

Have to run from every fight.

Too little power with too little in the way of options for engagements.

Have yet to exit sector 3 with this ship and I doubt I'll be using it much further.

It was a great concept and I liked the theme, but it's just too underpowered to be a viable play option.