Search found 224 matches

by Auron1
Sun Nov 06, 2016 10:44 am
Forum: Working Mods
Topic: Aer FTL - Star Trek Mod
Replies: 69
Views: 64430

Re: Aer FTL - Star Trek Mod

Only one crew is intended. So you can have a ship, that works exactly like an automated ship. But you can have of course more crew aboard. The messeage you get, that you can hold pnly one crew member is not true. A bug of the game, luckily. In my new version you have one room with one system. The o...
by Auron1
Sat Nov 05, 2016 9:56 pm
Forum: Working Mods
Topic: Aer FTL - Star Trek Mod
Replies: 69
Views: 64430

Re: Aer FTL - Star Trek Mod

Image

Some typos here.

Also, question: is the Tholian ship meant to have only 1 crew member and many rooms packed in one?
by Auron1
Sat Nov 05, 2016 9:53 pm
Forum: Mod Development
Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
Replies: 668
Views: 434205

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

First of all, welcome to the FTL forums! :D Now, about your issue, I have no clue on what may be causing it. That's plain weird, since at least one method should work fine. Just two quick questions: 1) Have you linked the .dat file required? If you don't do that, the program will eventually crash. 2...
by Auron1
Tue Nov 01, 2016 11:54 pm
Forum: Working Mods
Topic: sM Polish Kit: Insurrection v1.6 [CE Support + Modules]
Replies: 667
Views: 433606

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Honestly, I prefer sMPK "simple", without other mods (unless these are ships).
Just my 0.02$
by Auron1
Sat Oct 29, 2016 9:30 pm
Forum: Mod Development
Topic: Previews from the impatient
Replies: 604
Views: 257459

Re: Previews from the impatient

CAKE wrote:
R4V3-0N wrote:basically sniper shot guns...


Image


Found it! :lol:
Image
by Auron1
Thu Oct 27, 2016 10:10 pm
Forum: Working Mods
Topic: Aer FTL - Star Trek Mod
Replies: 69
Views: 64430

Re: Aer FTL - Star Trek Mod

I have found two typos: http://i64.tinypic.com/2sbsopj.png *too strong *out of curiosity As for the empty beacons, have you considered adding more text lines more than those 2~3 currently available? I can accept that none ever visited one sector, but hearing that my Vice is marrying a ship all the t...
by Auron1
Tue Oct 25, 2016 11:17 pm
Forum: Mod Development
Topic: [MOD IDEA] Quantum Leap
Replies: 9
Views: 3333

Re: [MOD IDEA] Quantum Leap

Well maybe you can find an Empty Beacon that suppresses the Wormhole for 99 jumps and gives you 999 Fuel but it warns you that once you reach the Last Stand, you're locked in for the final battle. But it can only be activated once you reach a certain level, like Level 3 Shields (because Level 3 is ...
by Auron1
Tue Oct 25, 2016 10:11 pm
Forum: Mod Development
Topic: [MOD IDEA] Quantum Leap
Replies: 9
Views: 3333

Re: [MOD IDEA] Quantum Leap

The Exit Beacon could also work like it does in Infinite though. You gotta have the fuel to escape or you get jumped to another sector. Ewww... nope. Ok, the idea is yours so I can't really pretend to force you to think in my way, but being forced to play until you can upgrade your engines should b...
by Auron1
Tue Oct 25, 2016 10:07 pm
Forum: Working Mods
Topic: Aer FTL - Star Trek Mod
Replies: 69
Views: 64430

Re: Aer FTL - Star Trek Mod

Please, take your time and review ALL the ships you have added: the Sovereign III has several issues with the rooms. Screenshot: http://i67.tinypic.com/9kqbns.png 1) many wrong/weird background textures 2) the Shield sys. has no active manning console 3) the Pilot is facing the wrong direction. But ...
by Auron1
Tue Oct 25, 2016 7:17 pm
Forum: Mod Development
Topic: [MOD IDEA] Quantum Leap
Replies: 9
Views: 3333

Re: [MOD IDEA] Quantum Leap

Although I like your idea Auron. Fast-moving Wormhole will always catch you until you get the best engines and gun it for the Exit Beacon. Then your final battle is against the Wormhole Generator which has turned sentient and does all the same crap the Flagship does... Thanks :D I came up with that...