[SHIP] The Amber Shard

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Sovereighn2280
Posts: 65
Joined: Mon Oct 08, 2012 1:23 pm

Re: [SHIP] The Amber Shard

Postby Sovereighn2280 » Fri Apr 05, 2013 4:59 pm

This is by far my favorite ship yet. I will admit, I forgot they needed the healing systems on and the "Amber" Men nearly died... :oops: . Anyway, I managed to reach sector 6 with taking VERY little damage. I know you told us not to complain about how OP or not OP this ship is, but i will admit at the boarding drones are a little OP... Anyway, it's an amazing ship.

However, I'm devastated that you have discontinued your mod making. Your ships are brilliant and I fear I may not find another mod maker with such original ideas :roll: . Most of the ships on the forums are "Inspired" by movies or other video games, or don't look as stunning as your ships do. Once again, I will forever miss your creativity in mod making. :cry:
JamiMan
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Joined: Sat Sep 21, 2013 6:33 am

Re: [SHIP] The Amber Shard

Postby JamiMan » Sat Sep 21, 2013 6:43 am

I think that this is literally the most evil ship in all of the modding community. Not only do boarders get crushed, all I have to do is trap the inhabitants of the enemy ship inside their own rooms, unable to move to safety as they suffocate to death, unable to focus on the searing laser blasts hitting them by boarding drones because they're too busy breaking the crystals blocking their way to air. Unfortunately, thanks to auto-fire, just when they break through, another wall of crystals blocks them, slowly killing them. You are an evil, evil person, DryEagle. I like you.
jaml96
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Re: [SHIP] The Amber Shard

Postby jaml96 » Sat Oct 26, 2013 2:52 pm

"See that ship with no atmospheric pressure whatsoever? LETS F-ING BOARD IT!" -Mentally Challenged Mantis.
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R4V3-0N
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Re: [SHIP] The Amber Shard

Postby R4V3-0N » Sat Oct 26, 2013 9:06 pm

Nope... when ever I take a ship like that they send 1 of there engi's and they stay inside there weapons room ROLF'ling and what the **** they did... until I set there ship ablaze.
R4V3-0N, a dreamer.
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NewAgeOfPower
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Re: [SHIP] The Amber Shard

Postby NewAgeOfPower » Mon Oct 28, 2013 12:15 am

I just realized the KMN Hand is sorta similar (Shard Cannon).

Did not intend to copy your work, t'was unintentional :cry:
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Cinder
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Re: [SHIP] The Amber Shard

Postby Cinder » Thu Jan 09, 2014 7:43 pm

Hey I love the ship and how it functions as a crew killer but do you know if you can buy O2?
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R4V3-0N
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Re: [SHIP] The Amber Shard

Postby R4V3-0N » Fri Jan 10, 2014 8:40 am

nope.
R4V3-0N, a dreamer.
Fangz
Posts: 76
Joined: Tue Oct 02, 2012 9:57 pm

Re: [SHIP] The Amber Shard

Postby Fangz » Wed Feb 26, 2014 1:46 am

Another great ship mod, DryEagle. Thanks!

At first I was kinda scratching my head trying to realize what is this ship was capable of. I relied exclusively on the boarding drones until, iirc, sector 3. Then I got myself a teleporter, 2 aditional crew members (easy to manage once you upgrade the medbay) and a drone recovery arm. Thereafter I was just flooding the enemy with meat, amber and metal boarders. The amber lockdown weapon makes it even easier to manage the boarding parties.

Unfortunately I ended up never using the Heavy ML (I put it in the cargo bay and forgot it was there).

Very nice ship. Kinda pushes you into thinking out of the box in order to survive its rocky start, which is good.

Thanks, DryEagle!
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RAD-82
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Re: [SHIP] The Amber Shard

Postby RAD-82 » Fri May 30, 2014 1:37 am

RAD-82 from Escort Duty thread wrote:I think it is assumed that DryEagle isn't coming back.
FtDLulz from Descent into Darkness thread wrote:Got a reply PM, he pretty much said he's done with FTL and is not going to update.
Until I receive a message from him asking me to take this link down, I present an AE update.


Well, since I did AE updates for three other DryEagle ships that are in his signature, I figured I should do the last one there.

Download from MediaFire

There is no room for new systems, so those are removed from the shops. Clone Bay is not supported, even though that could be a valid challenge. :roll: I fixed the console glows. I added a minor stun chance to the shard cannons. I made all the crystals "amber" again. I couldn't quite figure out how to match the amber color scheme, but I added a custom crystal explosion for the shard cannon.

If you've played the Scarab, you may have noticed the enemy cloaks are broken at the start of battle. I figured mind control would be pretty nasty when used against this ship, so I tried to copy that "broken" effect for mind control in this mod. My quick test run didn't encounter any mind control enemies, so I don't know if it worked. I don't see why it would be any different from the Scarab cloak, but you never know until you actually see it.

Video:
BrenTenkage - Full run
Last edited by RAD-82 on Fri Sep 22, 2017 7:58 am, edited 1 time in total.
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Junkyard has FTL mods, mostly ships and a few other things.
Vortex Modworks
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Re: [SHIP] The Amber Shard

Postby Vortex Modworks » Sun Jun 01, 2014 8:22 am

RAD-82 wrote:If you've played the Scarab, you may have noticed the enemy cloaks are broken at the start of battle. I figured mind control would be pretty nasty when used against this ship, so I tried to copy that "broken" effect for mind control in this mod. My quick test run didn't encounter any mind control enemies, so I don't know if it worked. I don't see why it would be any different from the Scarab cloak, but you never know until you actually see it.


Why not change the engi med bot dispersal to improved emergency respirators? It would have the same effect, and there would be no need to disable the Mind Control systems on enemy ships. (Also, the Slug engineers that shut off your medbay won't be a problem.)
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