Balanced Arsenal Mod 1.2/1.12b

Distribute and discuss mods that are functional. Moderator - Grognak
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: Balanced Arsenal Mod 1.12/1.12b

Postby Sleeper Service » Tue May 07, 2013 1:31 pm

I'll be off the grid for some weeks, but left you a tiny addon that gives Balanced Arsenal weapons to all standard player ships. I didn't do much testing for that, but it should work correctly for the most part. Some ships might be a little stronger and some a little weaker with the new weapons.
The guns have been distributed in a way that should preserve the original play styles of the ships, so Man of War gets Light Lasers, Bulwark simply gets new missile launchers and so on, while old lasers where used to fill some gaps (purely cosmetic changes).
The addon should be loaded after Balanced Arsenal to work properly.
Last edited by Sleeper Service on Thu May 09, 2013 10:30 am, edited 1 time in total.
featherwings
Posts: 40
Joined: Tue May 07, 2013 6:27 am

Re: Balanced Arsenal Mod 1.12/1.12b

Postby featherwings » Wed May 08, 2013 10:26 am

Sweet, I'll have to give it a spin!

Just a quick edit: cockatrice missiles' description has a typo. It reads, "innovativ missile design" while it should read "Innovative missile design" - not a big deal, but you can roll it into your next patch.

Thanks for a great mod - this and extra ship layouts have given a whole new life to FTL and I thank you for them both!
Haxdrallion
Posts: 2
Joined: Thu May 09, 2013 8:10 pm

Re: Balanced Arsenal Mod 1.12/1.12b

Postby Haxdrallion » Thu May 09, 2013 8:16 pm

I'm sorry to sound like a total idiot, but I just wanted to try and confirm something. So, uh... If I install just the balanced arsenal mod and not the player ships addon, does it still change the weapons on starting ship layouts?
Oh, and another probably stupid question, but would the b version conflict with this mod here? viewtopic.php?f=11&t=3365
JeffTheBoardingDrone
Posts: 37
Joined: Fri Feb 22, 2013 12:52 am

Re: Balanced Arsenal Mod 1.12/1.12b

Postby JeffTheBoardingDrone » Fri May 10, 2013 6:25 pm

May I release ships that use these weapons?
featherwings
Posts: 40
Joined: Tue May 07, 2013 6:27 am

Re: Balanced Arsenal Mod 1.12/1.12b

Postby featherwings » Fri May 10, 2013 11:11 pm

Since Sleeper's out for a bit...

JeffTheBoardingDrone wrote:May I release ships that use these weapons?


Page 2:

Sleeper Service wrote:All the weapons are free to use for anyone anyway, but giving credit would still be appreciated.


@Haxdrallion: I'm using the non-events, so I can't answer your second question, but for the first: no, the mod only adds weapons. The second mod (the one on this page) affects the vanilla ships.
JeffTheBoardingDrone
Posts: 37
Joined: Fri Feb 22, 2013 12:52 am

Re: Balanced Arsenal Mod 1.12/1.12b

Postby JeffTheBoardingDrone » Fri May 10, 2013 11:20 pm

featherwings wrote:Since Sleeper's out for a bit...

JeffTheBoardingDrone wrote:May I release ships that use these weapons?


Page 2:

Sleeper Service wrote:All the weapons are free to use for anyone anyway, but giving credit would still be appreciated.


@Haxdrallion: I'm using the non-events, so I can't answer your second question, but for the first: no, the mod only adds weapons. The second mod (the one on this page) affects the vanilla ships.

Yeah, maybe I should have looked first, but a little while ago I was a bit pressed on time.
sperglordassburgers
Posts: 1
Joined: Sat May 11, 2013 2:41 pm

Re: Balanced Arsenal Mod 1.12/1.12b

Postby sperglordassburgers » Sat May 11, 2013 2:48 pm

Could I request a list of all the weapons and their specifications? not be be a bother, but it gets confusing as to which weapon is which. i think a list i could save in my notepad would be useful. thanks in advance! :D
aaaaaa50
Posts: 258
Joined: Thu Apr 11, 2013 9:08 pm

Re: Balanced Arsenal Mod 1.12/1.12b

Postby aaaaaa50 » Sat May 11, 2013 5:20 pm

sperglordassburgers wrote:Could I request a list of all the weapons and their specifications? not be be a bother, but it gets confusing as to which weapon is which. i think a list i could save in my notepad would be useful. thanks in advance! :D

Code: Select all

<!-- -----------------------
   BA Weapon BLUEPRINTS
 ----------------------- -->

<!-- BA BEAMS -->

<weaponBlueprint name="BA_BEAM_HASTA">
   <type>BEAM</type>
   <title>Hasta Beam</title>
   <short>Hasta Beam</short>
   <desc>Outdated beam weapon.</desc>
   <tooltip>One damage per room beam weapon</tooltip>
   <damage>1</damage>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>14</cooldown>
   <speed>1</speed>
   <power>1</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>2</rarity>
   <image>beam_contact</image>
   <length>35</length>
   <launchSounds>
      <sound>beam1</sound>
   </launchSounds>
   <weaponArt>beam_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_BEAM_HULL_SMALL">
   <type>BEAM</type>
   <title>Small Hull Beam</title>
   <short>S. Hull Beam</short>
   <desc>Fast charging beam weapon that is most powerful when targeting empty sections of hull.</desc>
   <tooltip>Beam weapon; 1 damage; 2x damage in systemless rooms.</tooltip>
   <damage>1</damage>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>10</cooldown>
   <speed>3</speed>
   <hullBust>1</hullBust>
   <power>2</power>
   <cost>55</cost>
   <bp>8</bp>
   <rarity>2</rarity>
   <image>beam_contact</image>
   <length>45</length>
   <launchSounds>
      <sound>beam1</sound>
   </launchSounds>
   <weaponArt>ba_beam_hull_small</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_BEAM_NAGINATA">
   <type>BEAM</type>
   <title>Naginata Beam</title>
   <short>Naginata</short>
   <desc>Advanced weapon that can cut ships right in half.</desc>
   <tooltip>Powerful beam weapon with extended line. 2 damage per room.</tooltip>
   <damage>2</damage>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <speed>13</speed>
   <cooldown>22</cooldown>
   <power>3</power>
   <cost>110</cost>
   <bp>12</bp>
   <rarity>4</rarity>
   <image>beam_contact</image>
   <length>170</length>
   <launchSounds>
      <sound>beam1</sound>
   </launchSounds>
   <weaponArt>ba_beam_naginata</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_BEAM_SCYTHE">
   <type>BEAM</type>
   <title>Scythe Beam</title>
   <short>Scythe Beam</short>
   <desc>Repurposed industrial beam. Somewhat cumbersome to use in combat.</desc>
   <tooltip>Weak beam weapon with extreme range. 1 damage per room.</tooltip>
   <damage>1</damage>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <speed>2</speed>
   <cooldown>20</cooldown>
   <power>1</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>beam_contact</image>
   <length>260</length>
   <launchSounds>
      <sound>beam1</sound>
   </launchSounds>
   <weaponArt>ba_beam_scythe</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_BEAM_FIRE_2">
   <type>BEAM</type>
   <title>Advanced Fire Beam</title>
   <short>A. Fire Beam</short>
   <desc>Infernal beam that ignites fires and also damages systems and crew.</desc>
   <tooltip>Beam weapon that starts fires and deals 1 damage to systems.</tooltip>
   <persDamage>1</persDamage>
   <sysDamage>1</sysDamage>
   <damage>0</damage>
   <sp>0</sp>
   <fireChance>10</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>85</cost>
   <bp>6</bp>
   <rarity>4</rarity>
   <length>140</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>ba_beam_fire_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_BEAM_BIO_2">
   <type>BEAM</type>
   <title>Modified Anti-Bio Beam</title>
   <short>M. Bio Beam</short>
   <desc>This fast charging anti-bio weapon does no physical damage but rips through organic material, dealing damage to crew members.</desc>
   <tooltip>2 power beam weapon that damages enemy crew.</tooltip>
   <damage>0</damage>
   <persDamage>3</persDamage>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <speed>13</speed>
   <power>2</power>
   <cost>50</cost>
   <bp>6</bp>
   <rarity>5</rarity>
   <length>190</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>ba_beam_bio_2</weaponArt>
</weaponBlueprint>



<!-- BA MISSILES -->

<weaponBlueprint name="BA_MISSILES_ASTERIA">
   <type>MISSILES</type>
   <title>Asteria Missiles</title>
   <short>Asteria</short>
   <desc>Weak but fast reloading launcher. Consumes ammo quickly.</desc>
   <tooltip>Fires 1 missile; does 1 damage; pierces all shields.</tooltip>
   <damage>1</damage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>1</fireChance>
   <breachChance>1</breachChance>
   <cooldown>5</cooldown>
   <power>1</power>
   <cost>30</cost>
   <bp>2</bp>
   <rarity>2</rarity>
   <image>missile_1</image>
   <launchSounds>
      <sound>smallMissile1</sound>
      <sound>smallMissile2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_missiles_asteria</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_MISSILES_PERYTON">
   <type>MISSILES</type>
   <title>Peryton Missile</title>
   <short>Peryton</short>
   <desc>Inventive but outdated missile design allows for two projectiles for the cost of one.</desc>
   <tooltip>Fires 2 missiles; 1 damage each; pierces  all shields.</tooltip>
   <damage>1</damage>
   <missiles>1</missiles>
   <shots>2</shots>
   <sp>5</sp>
   <fireChance>1</fireChance>
   <breachChance>1</breachChance>
   <cooldown>10</cooldown>
   <power>2</power>
   <cost>45</cost>
   <bp>7</bp>
   <rarity>1</rarity>
   <image>ba_missile_swarm</image>
   <launchSounds>
      <sound>smallMissile1</sound>
      <sound>smallMissile2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_missiles_peryton</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_MISSILES_COCKATRICE">
   <type>MISSILES</type>
   <title>Cockatrice Missile</title>
   <short>Cockatri</short>
   <desc>Inovativ missile design allows for three projectiles for the cost of one.</desc>
   <tooltip>Fires 3 missiles; 1 damage each; pierces  all shields.</tooltip>
   <damage>1</damage>
   <missiles>1</missiles>
   <shots>3</shots>
   <sp>5</sp>
   <fireChance>1</fireChance>
   <breachChance>1</breachChance>
   <cooldown>14</cooldown>
   <power>3</power>
   <cost>55</cost>
   <bp>7</bp>
   <rarity>3</rarity>
   <image>ba_missile_swarm</image>
   <launchSounds>
      <sound>smallMissile1</sound>
      <sound>smallMissile2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_missiles_cockatrice</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_MISSILES_FIRE">
   <type>MISSILES</type>
   <title>Fire Missiles</title>
   <short>Fire M.</short>
   <desc>These missiles are designed to ignite fires.</desc>
   <tooltip>Fires 1 missile; 4 damage; pierces all shields; high fire chance.</tooltip>
   <damage>4</damage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>7</fireChance>
   <breachChance>0</breachChance>
   <cooldown>22</cooldown>
   <power>3</power>
   <cost>80</cost>
   <bp>7</bp>
   <rarity>4</rarity>
   <image>ba_missile_fire</image>
   <launchSounds>
      <sound>smallMissile1</sound>
      <sound>smallMissile2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_missiles_fire</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_MISSILES_SIMURGH">
   <type>MISSILES</type>
   <title>Simurgh Missile</title>
   <short>Simurgh</short>
   <desc>Cleverly designed missile batterie that fires four projectiles for the cost of one.</desc>
   <tooltip>Fires 4 missiles; 1 damage each; pierces  all shields.</tooltip>
   <damage>1</damage>
   <missiles>1</missiles>
   <shots>4</shots>
   <sp>5</sp>
   <fireChance>3</fireChance>
   <breachChance>2</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>85</cost>
   <bp>7</bp>
   <rarity>5</rarity>
   <image>ba_missile_swarm</image>
   <launchSounds>
      <sound>smallMissile1</sound>
      <sound>smallMissile2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_missiles_simurgh</weaponArt>
</weaponBlueprint>

<!-- BA LASERS -->

<weaponBlueprint name="BA_LASER_OLD">  <!-- 1 shot 1power-->
   <type>LASER</type>
   <title>Old Laser</title>
   <short>Old Laser</short>
   <desc>This weapon has seen better days.</desc>
   <tooltip>One shot, one damage per shot.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>15</cost>
   <bp>2</bp>
   <rarity>2</rarity>
   <image>laser_light1</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_old_1</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_LASER_DUAL_OLD">
   <type>LASER</type>
   <title>Old Dual Shot Laser</title>
   <short>Dual Lasers</short>
   <desc>Derelict weak dual lasers. At last better than nothing.</desc>
   <tooltip>Shoots 2 lasers that do 1 damage each.</tooltip>
   <damage>1</damage>
   <shots>2</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>25</cost>
   <bp>4</bp>
   <rarity>0</rarity>
   <image>laser_light1</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_dual_old</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_LIGHT_1">
   <type>LASER</type>
   <title>Light Laser Mark I</title>
   <short>L. Laser I</short>
   <desc>Weak anti personal laser. Useless against strong shields.</desc>
   <tooltip>Fires 2 shots that damage crew. Ignores 1 shield bubble but cannot deplete shields. Low chance of breaching.</tooltip>
   <persDamage>1</persDamage>
   <damage>0</damage>
   <shots>2</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>12</cooldown>
   <power>1</power>
   <cost>20</cost>
   <bp>7</bp>
   <rarity>3</rarity>
   <speed>90</speed>
   <image>ba_laser_light_shot</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_light_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_LIGHT_2">
   <type>LASER</type>
   <title>Light Laser Mark II</title>
   <short>L. Laser II</short>
   <desc>High energy anti personal laser that pierce hulls but cannot damage ships structural integrity or deplete shields.</desc>
   <tooltip>Fires 3 shots that damage crew. Ignores 1 shield bubble but cannot deplete shields. Low chance of breaching.</tooltip>
   <persDamage>1</persDamage>
   <damage>0</damage>
   <shots>3</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>14</cooldown>
   <power>1</power>
   <cost>35</cost>
   <bp>7</bp>
   <rarity>3</rarity>
   <speed>90</speed>
   <image>ba_laser_light_shot</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_light_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_LIGHT_3">
   <type>LASER</type>
   <title>Light Laser Mark III</title>
   <short>L. L. III</short>
   <desc>Rapid fire anti personal laser that decimates crew but cannot damage ship hulls or deplete shields.</desc>
   <tooltip>Fires 4 shots that damage crew. Ignores 1 shield bubble but cannot deplete shields. Low chance of breaching.</tooltip>
   <persDamage>1</persDamage>
   <damage>0</damage>
   <shots>4</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>14</cooldown>
   <power>2</power>
   <cost>50</cost>
   <bp>7</bp>
   <rarity>4</rarity>
   <speed>90</speed>
   <image>ba_laser_light_shot</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_light_3</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_LIGHT_1_ENEMY">
   <type>LASER</type>
   <title>Light Laser Mark I</title>
   <short>L. Laser I</short>
   <desc>You shouldnt see this discription.</desc>
   <tooltip>You shouldnt see this discription.</tooltip>
   <persDamage>2</persDamage>
   <damage>0</damage>
   <shots>2</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>12</cooldown>
   <power>1</power>
   <cost>20</cost>
   <bp>7</bp>
   <rarity>0</rarity>
   <speed>90</speed>
   <image>ba_laser_light_shot</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_light_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_LIGHT_2_ENEMY">
   <type>LASER</type>
   <title>Light Laser Mark II</title>
   <short>L. Laser II</short>
   <desc>You shouldnt see this discription.</desc>
   <tooltip>You shouldnt see this discription.</tooltip>
   <persDamage>2</persDamage>
   <damage>0</damage>
   <shots>3</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>14</cooldown>
   <power>1</power>
   <cost>35</cost>
   <bp>7</bp>
   <rarity>0</rarity>
   <speed>90</speed>
   <image>ba_laser_light_shot</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_light_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_LIGHT_3_ENEMY">
   <type>LASER</type>
   <title>Light Laser Mark III</title>
   <short>L. Laser III</short>
   <desc>You shouldnt see this discription.</desc>
   <tooltip>You shouldnt see this discription.</tooltip>
   <persDamage>2</persDamage>
   <damage>0</damage>
   <shots>4</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>2</breachChance>
   <cooldown>14</cooldown>
   <power>2</power>
   <cost>50</cost>
   <bp>7</bp>
   <rarity>0</rarity>
   <speed>90</speed>
   <image>ba_laser_light_shot</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_light_3</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_LASER_AUTO_1">
   <type>LASER</type>
   <title>Auto Laser Mark I</title>
   <short>Auto I</short>
   <desc>Fast charging laser designed to continually lay down fire on enemy ships.</desc>
   <tooltip>One shot, one damage per shot. Fast reloading</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>6</cooldown>
   <power>2</power>
   <cost>45</cost>
   <bp>7</bp>
   <rarity>1</rarity>
   <image>laser_light2</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_auto_1</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_LASER_AUTO_2">
   <type>LASER</type>
   <title>Auto Laser Mark II</title>
   <short>Auto II</short>
   <desc>Very fast charging laser that can keep enemy ships constantly under fire.</desc>
   <tooltip>One shot, one damage per shot. Reloads very fast.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>4</cooldown>
   <power>3</power>
   <cost>75</cost>
   <bp>7</bp>
   <rarity>4</rarity>
   <image>laser_light2</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_auto_2</weaponArt>
</weaponBlueprint>


<weaponBlueprint name="BA_LASER_ARTILLERY_1">
   <type>LASER</type>
   <title>Artillery Laser Mark I</title>
   <short>A. Laser I</short>
   <desc>Artillery lasers causes even more destruction than heavy lasers.</desc>
   <tooltip>Fires 1 shot, causes 4 damage with low chance of fire and breaching.</tooltip>
   <damage>4</damage>
   <shots>1</shots>
   <sp>1</sp>
   <fireChance>3</fireChance>
   <breachChance>3</breachChance>
   <cooldown>13</cooldown>
   <power>3</power>
   <cost>80</cost>
   <bp>6</bp>
   <rarity>4</rarity>
   <image>ba_laser_artillery_1_shot</image>
   <launchSounds>
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_artillery_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_ARTILLERY_2">
   <type>LASER</type>
   <title>Artillery Laser Mark II</title>
   <short>A. Laser II</short>
   <desc>This advanced artillery laser charges slow but deals a lot of damage.</desc>
   <tooltip>Fires 1 shot, causes 5 damage with high chance of fire and breaching.</tooltip>
   <damage>5</damage>
   <shots>1</shots>
   <sp>1</sp>
   <fireChance>8</fireChance>
   <breachChance>8</breachChance>
   <cooldown>18</cooldown>
   <power>4</power>
   <cost>120</cost>
   <bp>8</bp>
   <rarity>4</rarity>
   <image>ba_laser_artillery_1_shot</image>
   <launchSounds>
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_artillery_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_LASER_HULLCRUSHER">
   <type>LASER</type>
   <title>Hull Crusher Laser</title>
   <short>Hull Crusher</short>
   <desc>Fires 1 shots that deal 3 damage to rooms with a system or subsystem and double damage to rooms without either.</desc>
   <tooltip>Fires 1 shot, dealing 3 damage and 2x damage in systemless rooms with good chance of fire and high chance of breaching.</tooltip>
   <damage>3</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>4</fireChance>
   <breachChance>8</breachChance>
   <cooldown>15</cooldown>
   <hullBust>1</hullBust>
   <power>3</power>
   <cost>105</cost>
   <rarity>4</rarity>
   <speed>60</speed>
   <image>ba_laser_artillery_1_shot</image>
   <launchSounds>
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_laser_hullcrusher</weaponArt>
</weaponBlueprint>

<!-- BA ION -->

<weaponBlueprint name="BA_ION_BURST_1">
   <type>LASER</type>
   <title>Ion Burst Mark I</title>
   <short>Ion Burst I</short>
   <locked>1</locked>
   <desc>Ion weapons can disable systems without causing hull damage.</desc>
   <tooltip>Fires 2 blasts that do 1 ion damage each. Can hit and disable shields as well as systems.</tooltip>
   <damage>0</damage>
   <ion>1</ion>
   <speed>30</speed>
   <shots>2</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>12</cooldown>
   <power>2</power>
   <cost>40</cost>
   <bp>3</bp>
   <rarity>3</rarity>
   <image>ion_1_shot</image>
   <explosion>explosion_small_ion</explosion>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>ionHit1</sound>
      <sound>ionHit2</sound>
      <sound>ionHit3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>ionShields1</sound>
      <sound>ionShields2</sound>
      <sound>ionShields3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_ion_burst_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_ION_BURST_2">
   <type>LASER</type>
   <title>Ion Burst Mark II</title>
   <short>Ion Burst II</short>
   <locked>1</locked>
   <desc>Ion weapons can disable systems without causing hull damage.</desc>
   <tooltip>Fires 3 blasts that do 1 ion damage each. Can hit and disable shields as well as systems.</tooltip>
   <damage>0</damage>
   <ion>1</ion>
   <speed>30</speed>
   <shots>3</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>15</cooldown>
   <power>2</power>
   <cost>70</cost>
   <bp>3</bp>
   <rarity>4</rarity>
   <image>ion_1_shot</image>
   <explosion>explosion_small_ion</explosion>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>ionHit1</sound>
      <sound>ionHit2</sound>
      <sound>ionHit3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>ionShields1</sound>
      <sound>ionShields2</sound>
      <sound>ionShields3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_ion_burst_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_ION_HEAVY_2">
   <type>LASER</type>
   <title>Ion Artillery</title>
   <short>Ion A.</short>
   <locked>1</locked>
   <desc>Massive ion cannon that can disable systems without causing hull damage.</desc>
   <tooltip>Fires a single blast that does 4 ion damage. Can hit and disable shields as well as systems.</tooltip>
   <damage>0</damage>
   <ion>4</ion>
   <speed>20</speed>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>16</cooldown>
   <power>3</power>
   <cost>75</cost>
   <bp>4</bp>
   <rarity>4</rarity>
   <image>ba_ion_heavy_2_shot</image>
   <explosion>explosion_small_ion</explosion>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>ionHit1</sound>
      <sound>ionHit2</sound>
      <sound>ionHit3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>ionShields1</sound>
      <sound>ionShields2</sound>
      <sound>ionShields3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ba_ion_heavy_2</weaponArt>
</weaponBlueprint>

<!-- BA BOMBS -->

<weaponBlueprint name="BA_BOMB_FIRE_SMALL">
   <type>BOMB</type>
   <title>Small Fire Bomb</title>
   <short>S. F. B.</short>
   <locked>1</locked>
   <desc>Small self-teleporting explosive designed to damage crew-members and ignite fires. Can target your own ship.</desc>
   <tooltip>Bomb weapon; requires a missile; deals damage to crew and has a good chance to lights fires. Can target your own ship.</tooltip>
   <damage>0</damage>
   <sysDamage>0</sysDamage>
   <persDamage>1</persDamage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>8</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>40</cost>
   <bp>4</bp>
   <rarity>1</rarity>
   <image>ba_bomb_fire_small</image>
   <explosion>explosion_big1</explosion>
   <launchSounds>
      <sound>bombTeleport</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <weaponArt>ba_bomb_fire_small</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_BOMB_FIRE_2">
   <type>BOMB</type>
   <title>Advanced Fire Bomb</title>
   <short>A. F. B.</short>
   <locked>1</locked>
   <desc>Slightly slower than normal fire bomb-launchers, but does more damage to crew and also deals initial damage to systems. Can target your own ship.</desc>
   <tooltip>Bomb weapon; requires a missile; deals 1 damage to systems and subsystems and lights fires. Can target your own ship.</tooltip>
   <damage>0</damage>
   <sysDamage>1</sysDamage>
   <persDamage>3</persDamage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>10</fireChance>
   <breachChance>0</breachChance>
   <cooldown>19</cooldown>
   <power>2</power>
   <cost>55</cost>
   <bp>5</bp>
   <rarity>2</rarity>
   <image>ba_bomb_fire_2</image>
   <explosion>explosion_big1</explosion>
   <launchSounds>
      <sound>bombTeleport</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>fireBomb</sound>
   </hitShipSounds>
   <weaponArt>ba_bomb_fire_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_BOMB_BIG">
   <type>BOMB</type>
   <title>Big Bomb</title>
   <short>Big B.</short>
   <locked>1</locked>
   <desc>Slower than small bomb-launchers but does more damage. Can target your own ship.</desc>
   <tooltip>Bomb weapon; requires a missile; does 3 damage to systems. Can target your own ship.</tooltip>
   <damage>0</damage>
   <sysDamage>3</sysDamage>
   <persDamage>3</persDamage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>17</cooldown>
   <power>1</power>
   <cost>60</cost>
   <bp>3</bp>
   <rarity>3</rarity>
   <image>ba_bomb_big</image>
   <explosion>explosion_big1</explosion>
   <launchSounds>
      <sound>bombTeleport</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <weaponArt>ba_bomb_big</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_BOMB_BIO">
   <type>BOMB</type>
   <title>Anti Bio Bomb</title>
   <short>Bio B.</short>
   <locked>1</locked>
   <desc>Self-teleporting explosive that does no physical damage but destroys organic material, dealing heavy damage to crew members. Can target your own ship.</desc>
   <tooltip>Bomb weapon; requires a missile; does no damage but greatly injures enemy crew. Can target your own ship.</tooltip>
   <damage>0</damage>
   <sysDamage>0</sysDamage>
   <persDamage>4</persDamage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>12</cooldown>
   <power>1</power>
   <cost>50</cost>
   <bp>4</bp>
   <rarity>4</rarity>
   <image>ba_bomb_bio</image>
   <explosion>ba_explosion_bio</explosion>
   <launchSounds>
      <sound>bombTeleport</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <weaponArt>ba_bomb_bio</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_BOMB_HEAL_2">
   <type>BOMB</type>
   <title>Healing Blast</title>
   <short>Heal B.</short>
   <locked>1</locked>
   <desc>Fast reloading self-teleporting healing unit that instantly heals all friendly crew in the room, although not completely. Can target your own ship.</desc>
   <tooltip>Bomb weapon; requires a missile; heals nearby crew members. Can target your own ship.</tooltip>
   <damage>0</damage>
   <sysDamage>0</sysDamage>
   <persDamage>-5</persDamage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>6</cooldown>
   <power>1</power>
   <cost>30</cost>
   <bp>4</bp>
   <rarity>3</rarity>
   <image>ba_bomb_heal_2</image>
   <explosion>explosion_big1_heal</explosion>
   <launchSounds>
      <sound>bombTeleport</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>healBomb</sound>
   </hitShipSounds>
   <weaponArt>ba_bomb_heal_2</weaponArt>
</weaponBlueprint>


<!-- BA EFFECTORS -->

<weaponBlueprint name="BA_EFFECTOR_1">
   <type>BOMB</type>
   <title>Simple Effector</title>
   <short>S. Effector</short>
   <locked>1</locked>
   <desc>Basic electronic warfare device that can continuously disrupt systems.</desc>
   <tooltip>Does no damage but continuously tries to disable 1 system bar. Surpasses shields.</tooltip>
   <damage>0</damage>
   <ion>1</ion>
   <missiles>0</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>7.5</cooldown>
   <power>1</power>
   <cost>30</cost>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>ba_effector_impact_1</image>
   <explosion>ba_effector_impact_1</explosion>
   <launchSounds>
      <sound>silence</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>silence</sound>
      <sound>silence</sound>
      <sound>silence</sound>
   </hitShipSounds>
   <weaponArt>ba_effector_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_EFFECTOR_2">
   <type>BOMB</type>
   <title>Advanced Effector</title>
   <short>A. Effector</short>
   <locked>1</locked>
   <desc>Electronic warfare device that can continuously disrupt systems with a combination of hacking routines and magnetic field generation.</desc>
   <tooltip>Does no damage but continuously tries to disable 2 bars of the system it is directed on. Surpasses shields.</tooltip>
   <damage>0</damage>
   <ion>2</ion>
   <missiles>0</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>15</cooldown>
   <power>1</power>
   <cost>60</cost>
   <bp>4</bp>
   <rarity>3</rarity>
   <image>ba_effector_impact_1</image>
   <explosion>ba_effector_impact_1</explosion>
   <launchSounds>
      <sound>silence</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>silence</sound>
      <sound>silence</sound>
      <sound>silence</sound>
   </hitShipSounds>
   <weaponArt>ba_effector_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BA_EFFECTOR_3">
   <type>BOMB</type>
   <title>Heavy Effector</title>
   <short>H. Effector</short>
   <locked>1</locked>
   <desc>Slow charging electronic warfare device that can deeply disrupt ship systems.</desc>
   <tooltip>Does no damage but continuously tries to disable up to 4 bars of the system it is directed on. Surpasses shields.</tooltip>
   <damage>0</damage>
   <ion>4</ion>
   <missiles>0</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>30</cooldown>
   <power>1</power>
   <cost>90</cost>
   <bp>4</bp>
   <rarity>5</rarity>
   <image>ba_effector_impact_1</image>
   <explosion>ba_effector_impact_1</explosion>
   <launchSounds>
      <sound>silence</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>silence</sound>
      <sound>silence</sound>
      <sound>silence</sound>
   </hitShipSounds>
   <weaponArt>ba_effector_3</weaponArt>
</weaponBlueprint>


<!-- THE KESTREL -->
<!-- LAYOUT = 2 -->
<!-- SHIP ID = ?? -->

<shipBlueprint name="PLAYER_SHIP_HARD_2" layout="kestral_2" img="kestral_2">
   <class>Kestrel Cruiser</class>
   <name>Red-Tail</name>
   <desc>This class of ship was decommissioned from Federation service years ago.  After a number of refits and updating this classic ship is ready for battle.</desc>
   <systemList>
      <pilot power="1" room="9" start="true" img="room_pilot_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </pilot> 
      <doors power="1" room="7" start="true" img="room_doors"/>
      <sensors power="1" room="11" start="true" img="room_sensors_2"/>
      <medbay power="1" room="0" start="true" img="room_medbay_4">
         <slot>
            <number>0</number>
         </slot>
      </medbay>
      <oxygen power="1" room="3" start="true" img="room_oxygen_11"/>
      <shields power="2" room="2" start="true" img="room_shields_9">
         <slot>
            <direction>up</direction>
            <number>1</number>
         </slot>
      </slot>
      <engines power="2" room="5" start="true" img="room_engines_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </engines>
      <weapons power="4" room="10" start="true" img="room_weapons"/>
      <drones power="2" room="13" start="false" img="room_drones_12"/>
      <teleporter power="1" room="4"   start="false"/>
      <cloaking power="1" room="12" start="false" img="room_cloaking_2"/>
   </systemList>
   <weaponSlots>4</weaponSlots>
   <droneSlots>2</droneSlots>
   <weaponList count="4" missiles="5">
      <weapon name="LASER_BURST_1"/>
      <weapon name="LASER_BURST_1"/>
      <weapon name="BA_LASER_OLD"/>
      <weapon name="LASER_BURST_1"/>
   </weaponList>
   <health amount="30"/>
   <maxPower amount ="8"/>
   <crewCount amount = "2" class="human"/>
   <crewCount amount = "1" class="energy"/>
   <crewCount amount = "1" class="mantis"/>
   <!-- can use these to override images for reuse -->
   <shieldImage>kestral</shieldImage>
   <cloakImage>kestral</cloakImage>
</shipBlueprint>
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Haxdrallion
Posts: 2
Joined: Thu May 09, 2013 8:10 pm

Re: Balanced Arsenal Mod 1.12/1.12b

Postby Haxdrallion » Mon May 13, 2013 3:27 pm

Well, I've installed both and nothing's crashed, so I'm assuming nothing's gone horribly wrong. I haven't encountered any of the new events, but then, I've hardly gotten any of the new weapons (although my enemies seem to love showering me with missiles), so it looks like there aren't any major conflicts. I'm not an expert or anything, so somebody who actually knows what they're doing might wanna take a look at some point, but as far as I know, the mods work together. Thanks for your responses, they were helpful. =3
TheNewbie
Posts: 138
Joined: Thu Mar 28, 2013 9:56 am
Location: In HELL!

Re: Balanced Arsenal Mod 1.12/1.12b

Postby TheNewbie » Tue May 21, 2013 2:38 pm

Haxdrallion wrote:Oh, and another probably stupid question, but would the b version conflict with this mod here? viewtopic.php?f=11&t=3365
The B version may conflict with event mods. It says so right next to the B version link. :roll:

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