Oi! Thanks for your run with the Firestarter, man! I've added a link to it to the original post. : )
And yeah, the original idea was to have a shield-piercing beam that would have a 100% fire chance, then it kinda evolved from there and i came out with the thing you played with. : |
[SHIP] The Moke & Firestarter (3.0, for AE)
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
- BrenTenkage
- Posts: 1157
- Joined: Tue Nov 06, 2012 4:48 pm
Re: [SHIP] The Moke & Firestarter (2.2)
TaxiService wrote:Oi! Thanks for your run with the Firestarter, man! I've added a link to it to the original post. : )
And yeah, the original idea was to have a shield-piercing beam that would have a 100% fire chance, then it kinda evolved from there and i came out with the thing you played with. : |
Like I said I like it, didn't even know you could make the beam into a random laser fire. So thats impressive, I still think 100 percent burn all, would have been good, but you know what, I had fun either way
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
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- Posts: 3
- Joined: Sun Apr 27, 2014 12:51 am
Re: [SHIP] The Moke & Firestarter (2.2)
The Moke seems to work fine, but I can't get the Firestarter working. The game crashes when I try and view it in the Hangar. Is this an AE problem?
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: [SHIP] The Moke & Firestarter (2.2)
Yes. TBH I already made an AE version, and I had already started to work on a C layout as well. I made all the gibs too, i just don't know what to make of the ship.
I guess i could release the two original ships in the meantime. why don't i ever release things?
Here's version 3.0 of the mod. It contains the Moke and the Firestarter with a couple of modifications:
Download The Moke 3.0
I guess i could release the two original ships in the meantime. why don't i ever release things?
Here's version 3.0 of the mod. It contains the Moke and the Firestarter with a couple of modifications:
- • Moke
-- It now starts with a clonebay rather than no medbay.
-- It now starts without a healing bomb and no missiles.
-- The heavy laser has been replaced with a chain laser.
-- It can now house all systems but artillery.
- • Firestarter
-- The artillery now works with AE.
-- Weapon slots are now 2 rather than 3.
-- It now starts with two heavy lasers rather than two basic lasers.
-- The artillery laser now fires five volleys rather than four.
-- The artillery laser's color is now orange rather than green.
-- It can now house all systems.
Download The Moke 3.0
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- Posts: 40
- Joined: Sun Apr 20, 2014 8:00 am
Re: [SHIP] The Moke & Firestarter (3.0, for AE)
Dude, I love your work. They look and play wonderfully.
I wonder, if it isn't too much for me to ask, if you could rebalance a version of the Firestarter to shoot a 3 shot volley instead of 5 (unless you're using flak mechanics), because the game crashes when there's more artillery shots than rooms to select with.
This isn't a problem with vanilla; however it does present a few incompatibilities with Captain's Edition.
I wonder, if it isn't too much for me to ask, if you could rebalance a version of the Firestarter to shoot a 3 shot volley instead of 5 (unless you're using flak mechanics), because the game crashes when there's more artillery shots than rooms to select with.
This isn't a problem with vanilla; however it does present a few incompatibilities with Captain's Edition.
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[WIP] Federation Strike Cruiser | Progress: 100% Art, 0% Coding
(Project pending until Superluminal2)
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: [SHIP] The Moke & Firestarter (3.0, for AE)
Whaa-- really? Of course, like, i'll cook up a version with different artillery mechanics. I could do some flak thing too probably.
Also, if anyone has some idea about what the C layout might be like i'll gladly take them in consideration. I have the graphics and everything, i just don't really know what strategy the ship should have. I was thinking about a drone-based ship or something, but i couldn't create an offensive anti-drone drone..! : \
This was the ship recolour. It's just... that it's so bland, man! : \
Also, if anyone has some idea about what the C layout might be like i'll gladly take them in consideration. I have the graphics and everything, i just don't really know what strategy the ship should have. I was thinking about a drone-based ship or something, but i couldn't create an offensive anti-drone drone..! : \
This was the ship recolour. It's just... that it's so bland, man! : \
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- Posts: 40
- Joined: Sun Apr 20, 2014 8:00 am
Re: [SHIP] The Moke & Firestarter (3.0, for AE)
I'm... not really sure. We have a heavy artillery ship, and a burninator. If you wanted something different, I suppose you could go with cloneboarding with heal bombs and mind controls?
AFAIK, too OP for game balance.
AFAIK, too OP for game balance.
======================
[WIP] Federation Strike Cruiser | Progress: 100% Art, 0% Coding
(Project pending until Superluminal2)
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- Posts: 260
- Joined: Thu Apr 11, 2013 9:08 pm
Re: [SHIP] The Moke & Firestarter (3.0, for AE)
You could also try something gimmicky or ridiculous, like a chain flak or anti-bio artillery. Why do something normal like another drone ship?
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
- RAD-82
- Posts: 796
- Joined: Sat Nov 09, 2013 12:16 am
Re: [SHIP] The Moke & Firestarter (3.0, for AE)
TaxiService wrote:
I see this and mile high horses pop into my head.
I don't even care for sports.
Sorry about my useless post. I think it looks okay.
- R4V3-0N
- Posts: 1291
- Joined: Sun Oct 06, 2013 11:44 am
Re: [SHIP] The Moke & Firestarter (3.0, for AE)
Maybe make it a Radioactive ship? with some green glow and zoltan crew... i don't know, just trying to think outside the box.
R4V3-0N, a dreamer.