Search found 98 matches
- Fri Apr 11, 2014 2:01 pm
- Forum: Discussion
- Topic: Your "Fuck you, FTL" Moments
- Replies: 483
- Views: 341271
Re: Your "Fuck you, FTL" Moments
Sector 5. Shield 3, Defense Drone Mark II. Add in a Burst II and a Burst III laser. Hell yeah, unstoppable destruction. Oh look, I found a rebel shipyard. Investigate? Hell yeah, it's probably a mission to unlock the Artillery Cruiser. SUDDENLY BOSSFIGHT SHIP ROCKETLAUNCHER INSTASHOTTING YOUR DRONEB...
- Fri Apr 11, 2014 1:02 pm
- Forum: Discussion
- Topic: Your "I'm too stupid to play this game" moments.
- Replies: 23
- Views: 14311
Re: Your "I'm too stupid to play this game" moments.
I just had one whilst READING THIS THREAD. Jumped into Sector 2, first encounter was with an absurdly powerful Auto-Drone (Normal difficulty). Beam drone, missile launcher, Ion Charge thingy. First rocket hit my shields, things went downhill from there. I was about to just call it a day and shut off...
- Wed Oct 03, 2012 9:16 am
- Forum: Mod Development
- Topic: [Modding Question] sector_data.xml.
- Replies: 6
- Views: 7615
Re: [Modding Question] sector_data.xml.
I would just append this: <sectorDescription name="NEBULA_SECTOR" minSector="0" unique="false"> <event name="YOUR_EVENT" min="1" max="1"/> </sectorDescrption> This should work as it is added to this: <sectorDescription name="NEBULA_SE...
- Tue Oct 02, 2012 10:40 am
- Forum: Mod Development
- Topic: [Modding] FTL files - a handy hint for Windows users
- Replies: 2
- Views: 3538
Re: [Modding] FTL files - a handy hint for Windows users
Neat idea. Makes stuff easier 

- Sat Sep 29, 2012 5:05 pm
- Forum: Mod Development
- Topic: [SUBMIT EVENTS] Community-provided event mod
- Replies: 36
- Views: 25027
Re: [SUBMIT EVENTS] Community-provided event mod
So how's the progress? 2 events by community, 1 unfinished campaign (aka chain of quests) by myself. As well rebalancing and tweaking, as well as revising the player ships (giving them more diverse roles and putting in a few of the new weapons). Next up is adding more ways to aquire weapons (most l...
- Sat Sep 29, 2012 3:49 pm
- Forum: Working Mods
- Topic: [MOD] Turning The Tide v1.0
- Replies: 55
- Views: 108753
Re: [MOD] Turning The Tide v0.9
Well, giving a ship mediocre weapons, but solid shields and 50 hp can count as an 'evil destroyer', too. Though it benefits those players with boarding crews 

- Sat Sep 29, 2012 3:44 pm
- Forum: Discussion
- Topic: Question About Manning Stations
- Replies: 8
- Views: 5859
Re: Question About Manning Stations
Engines. Manning engines can give 5, 7 or 10%. Effectively, a leveld engine-officier gives +5% dodge. That's the value of 2 engine levels (later on). 20% faster shield doesn't really compare to that, imho. Manning priority for me is Helm (duh), Engines, Weapons, Shield, Cloak (aka, the repair-duty g...
- Thu Sep 27, 2012 10:07 am
- Forum: Discussion
- Topic: Mantis Type B
- Replies: 3
- Views: 3764
Re: Mantis Type B
By sector 6. If you're playing the ship right, it shouldn't pose a problem. One of my Mantis boarder managed to rack up 30 kills by himself in a whole game, which means he probably had ~22 by sector 6... ntm my other 3 boarders :P Just board pretty much every ship (but Auto-Scouts), eventually get a...
- Thu Sep 27, 2012 9:52 am
- Forum: Mod Development
- Topic: [Modding] R&D and current findings
- Replies: 134
- Views: 115743
Re: [Modding] R&D and current findings
Btw, are you trying to modify the data.dat directly? If so = doesn't work.
If you're using GMM, ensure your files are coded in ANSI-format.
If you're using GMM, ensure your files are coded in ANSI-format.
- Thu Sep 27, 2012 7:43 am
- Forum: Discussion
- Topic: Federation Cruiser B Unlock
- Replies: 4
- Views: 5863
Re: Federation Cruiser B Unlock
Only normal weapons. The point of the achievement is to rely ony our artillery beam, after all.