Search found 55 matches

by Marinealver
Tue Oct 01, 2019 1:24 am
Forum: Working Mods
Topic: The Dreamship ~ playable ship with custom artillery and weapons!
Replies: 4
Views: 2683

Re: The Dreamship ~ playable ship with custom artillery and weapons!

Artillery has always been a nice alternative to cloaking. Heck I often view the Boss Weapons as not 4 weapons but 4 different Artillery weapons.
by Marinealver
Tue Oct 01, 2019 1:14 am
Forum: Discussion
Topic: [IDEA] Mantis Flagship
Replies: 14
Views: 6297

Re: [IDEA] Mantis Flagship

I would like a "Flagship" for each faction. Made an idea of what each one would be. Engie Carrier Zoltan Energy Defender (Add in a Pacifist automatic win condition: Reach this ship without destroying another ship) Mantis Battlebarge (Engie Campaign) Federation Dreadnought (for a Rebel Camp...
by Marinealver
Mon Apr 17, 2017 2:00 am
Forum: Working Mods
Topic: [SHIP] [AE] [CE Ready] The Kodiak
Replies: 21
Views: 21061

Re: [SHIP] [AE] [CE Ready] The Kodiak

So how are wee going to get the Montauk running without going all Gears of War on FTL. lol GOW on FTL?
by Marinealver
Thu Apr 13, 2017 3:57 am
Forum: Working Mods
Topic: The Domination
Replies: 12
Views: 12744

Re: The Domination

Any chance you can make a Federation ship that replaces the Rebel Flagship?
by Marinealver
Wed Apr 12, 2017 5:32 am
Forum: Mod Development
Topic: [MOD] [WIP] FTL: Otherspace
Replies: 70
Views: 50704

Re: [MOD] [WIP] FTL: Otherspace

Interesting concept, however for Capital ships you already have cruisers (player ships)and the flagship (boss). I am curious if it is possible to "scar" a player ship into it having 2 phases. Say if your hull goes down to 0 if you got either cloak, teleporter, or upgraded engines it would ...
by Marinealver
Wed Apr 12, 2017 3:05 am
Forum: Mod Development
Topic: Hard-coded FTL Modding
Replies: 47
Views: 22836

Re: Hard-coded FTL Modding

Can you change the thruster animation placement on the kestrel & fed cruisers? I hate not having working animations on my custom fed cruiser. http://www.ftlgame.com/forum/viewtopic.php?t=2725 Above link says it is impossible to change the thruster positions as they're hard-coded. I can but righ...
by Marinealver
Fri Apr 07, 2017 1:54 am
Forum: Working Mods
Topic: [MOD] Disable Fleet (FTL file)
Replies: 64
Views: 239592

Re: [MOD] Disable Fleet (FTL file)

I wonder if there is a way to adjust the disable fleet where it doesn't chase you in civilian sectors but will at hostile and nebula sectors?
by Marinealver
Thu Apr 06, 2017 7:47 pm
Forum: Mod Development
Topic: The Shipyard
Replies: 295
Views: 172708

Re: The Shipyard

Just looking around the different custom made ships trying to look for possibilities of alternative flagship models. Took the Drone Harbor and tried to make a version of an Engi Flagship called the Carrier and tried to come up with the three phases. I don't have very good art skills with most of my ...
by Marinealver
Wed Apr 05, 2017 10:54 pm
Forum: Discussion
Topic: how does the combat "work" in universe
Replies: 4
Views: 2522

Re: how does the combat "work" in universe

Shields stop energy weapons but not solid weapons like missiles and bombs. Beam weapons always connect, but lasers and the rest can be dodged. Only Zoltan's can stop teleporters. And there's a scrap based economy after the fall of the federation. How does it work, well it just does. Have you checked...
by Marinealver
Mon Apr 03, 2017 5:35 am
Forum: Working Mods
Topic: [Ship Pack] Gencool's Bizarre [v08]
Replies: 56
Views: 33700

Re: [Ship Pack] Gencool's Bizarre [v08]

Looks great, almost like smaller NPC ships. Sometimes I wonder if Cruisers should have a "scaring" option where the first time the ship hull is 0 if you have teleporters/improved engines/ cloaking device you could "Scuttle" the ship and return to it with some of it missing. Sort ...