Search found 15 matches
- Thu Sep 27, 2012 12:39 am
- Forum: Discussion
- Topic: [Suggestion] Individual autofire buttons for guns
- Replies: 17
- Views: 18470
Re: [Suggestion] Individual autofire buttons for guns
The UI is a nonissue. It could be done as simply as setting an individual weapon to autofire if you double-click it before setting your target - highlight the weapon text and box in the autofire color to signify this.
- Wed Sep 26, 2012 2:49 pm
- Forum: Discussion
- Topic: [Suggestion] Individual autofire buttons for guns
- Replies: 17
- Views: 18470
Re: [Suggestion] Individual autofire buttons for guns
I +1 this idea. Especially with mixed varying cooldowns, I've often wanted autofire to continue with weapons whose cooldowns match, while I could manually handle weapons with much longer cooldowns. You can already do that. You don't need a (3-4) new button for that. Not really, unless I'm missing s...
- Wed Sep 26, 2012 2:40 pm
- Forum: Discussion
- Topic: Cease fire button for boarders?
- Replies: 13
- Views: 12908
Re: Cease fire button for boarders?
2 Gorlom Yes of course but it has been established that OP beamed them into a sealed off O2 room on slug ship which was a bad idea/mistake in the first place. It is also about the only situation where this problem comes up. Just because the problem only occurs in an edge case doesn't mean that it i...
- Tue Sep 25, 2012 2:38 pm
- Forum: Discussion
- Topic: [Suggestion] Individual autofire buttons for guns
- Replies: 17
- Views: 18470
Re: [Suggestion] Individual autofire buttons for guns
I +1 this idea. Especially with mixed varying cooldowns, I've often wanted autofire to continue with weapons whose cooldowns match, while I could manually handle weapons with much longer cooldowns.
- Tue Sep 25, 2012 1:36 pm
- Forum: Discussion
- Topic: I have but one complaint. (Weapons)
- Replies: 18
- Views: 19248
Re: I have but one complaint. (Weapons)
My opinion is that dual lasers are about the best weapons in the game. Two shots for one energy, and their cooldown is actually shorter than their two-shot burst laser counterparts. That said, with FTL's comparison to roguelikes, I don't mind. Everything is not meant to be balanced and manageable in...
- Tue Sep 25, 2012 2:41 am
- Forum: Mod Development
- Topic: [MOD] Open World Mod
- Replies: 32
- Views: 39805
Re: [MOD] Open World Mod
Having multiple ships and creating civilizations on multiple planets in multiple sectors until you control the entire galaxy sounds "horrible"? Wow than if this sounds "horrible" than you have no taste in fun whatsoever. Define "fun". "Fun" Is different depen...
- Mon Sep 24, 2012 10:15 am
- Forum: Mod Development
- Topic: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Replies: 54
- Views: 127158
Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
I get an error using this with mod manager that there is an unsupported directory. Directory listed is _MacOS. Yes, that underscore is meant to be there. When applying this mod via mod manager, no mods applied function. Odd. I thought I had removed it via mod manager . . . then I found a phoenix mi...
- Mon Sep 24, 2012 8:16 am
- Forum: Mod Development
- Topic: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)
- Replies: 54
- Views: 127158
Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/
I get an error using this with mod manager that there is an unsupported directory. Directory listed is _MacOS. Yes, that underscore is meant to be there.
When applying this mod via mod manager, no mods applied function.
When applying this mod via mod manager, no mods applied function.
- Mon Sep 24, 2012 1:31 am
- Forum: Mod Development
- Topic: Create-a-Cruiser ship sprite sheets (minor spoilers)
- Replies: 44
- Views: 54008
Re: Create-a-Kestrel Ship Design Tool
Tried another Red-Tail design. This time I attempted to maximize the usage of available space. When you have access to advanced room shapes it can be surprising how much area of a ship you can cover. The ship is designed to be a nightmare for boarders. Think I succeeded? Honestly? Nah. The real nig...
- Mon Sep 24, 2012 12:58 am
- Forum: Discussion
- Topic: Too Random.
- Replies: 41
- Views: 39864
Re: Too Random.
Keep in mind, a lot of people play this game, and it's based on several factors of randomness. It's not necessarily weird that he could do 20 play throughs, and not find a weapon shop. With the number of people that play this game, it would be weird if there were players who did NOT have this experi...