Search found 25 matches

by Snow Job
Sat Nov 15, 2014 11:40 am
Forum: Working Mods
Topic: [VisualMod] Crew Diversity (Crew'D) v001
Replies: 25
Views: 65214

Re: [VisualMod] Crew Diversity (CrewD) v001

I really enjoy this mod, but wish the crew images in the upper left corner of the screen didn't have those yellow selection rings on them. They're very grating.
by Snow Job
Sat Oct 18, 2014 2:29 am
Forum: Discussion
Topic: why attack anything but weapons?
Replies: 6
Views: 5134

Re: why attack anything but weapons?

I've won with every ship on normal, half of them on hard and I somewhat agree with the thread title. Damaging weapons control is usually too good to pass up. There are situations where some other room is a better target, but enemy weapons control is the default more often than it should be. Taking a...
by Snow Job
Fri Oct 17, 2014 1:41 am
Forum: Working Mods
Topic: Twinge's Balance & Bugfix Mod
Replies: 37
Views: 65273

Re: Twinge's Balance Mod: Updated for Advanced Edition!

Glad to see this get off the ground. I was bugging Twinge on IRC a few months ago about updating this for AE, so it's only proper that I stop by and say thanks.
by Snow Job
Fri Oct 17, 2014 1:29 am
Forum: Working Mods
Topic: Extended Pursuit Indicator x2/x3/x5/x24
Replies: 37
Views: 177063

Re: Extended Pursuit Indicator x2/x3/x5/x24

Welp, definitely using this. No more getting screwed out of a jump or caught by rebels when my estimates aren't pixel-perfect. Thanks a bunch!
by Snow Job
Fri Jul 25, 2014 2:51 am
Forum: Working Mods
Topic: [AE][MOD] Highres Shields 1.1
Replies: 35
Views: 69208

Re: [AE][MOD] Highres Shields 1.1

Just wanted to chime in and say that this shield mod looks really nice.
by Snow Job
Tue Jul 22, 2014 7:22 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1278
Views: 571594

Re: Questions here: an inquiry thread!

Is it possible to mod crew attributes, such as Increase/decrease a skill's XP requirement, or to add/remove characteristics from a species? I don't see any obvious .xml file that would contain the relevant details. It doesn't look like the crew data in blueprints.xml allows for modding much of anyth...
by Snow Job
Tue Jul 15, 2014 4:36 am
Forum: Tips, Strategy & Guides
Topic: Go to shops in sector 1 & 2?
Replies: 10
Views: 13291

Re: Go to shops in sector 1 & 2?

As a general guideline, if I'm playing on normal difficulty with an average or strong ship, I try to build up a big pile of scrap and spend most of it in a Sector 2 store. Weak ships are different in that they always need to shore up critical flaws as fast as possible, which involves either delaying...
by Snow Job
Mon Jun 09, 2014 3:41 am
Forum: Discussion
Topic: FTL portrait paintings - Fan Art
Replies: 6
Views: 8645

Re: FTL portrait paintings - Fan Art

These are way nice! :D
by Snow Job
Mon Jun 09, 2014 1:24 am
Forum: Discussion
Topic: Advanced Edition Feedback
Replies: 2
Views: 4197

Re: Advanced Edition Feedback

The new weapons are overpowered? I disagree. Let's see, what were they anyway... Laser Charger S: Almost the same as a Burst Laser 1. Not imbalanced. Laser Charger L: This is kind of nice, but clearly weaker than Burst Laser 2. It doesn't strip shields as well as the ion blasters, nor does it shred ...
by Snow Job
Thu May 29, 2014 5:04 am
Forum: Discussion
Topic: Favorite sector
Replies: 21
Views: 14333

Re: Favorite sector

I may be going on confirmation bias here, but I could swear Zoltan sectors always have nebula nodes in them, and those nebulae tend to be larger than in other friendly or hostile sectors. We may be both deluding ourselves, but this is my impression as well. Perhaps we can organize a group test? I'l...