[MOD] Stations Job 1.21
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- Posts: 45
- Joined: Fri Mar 20, 2015 2:58 pm
Re: [MOD][WIP] Stations Job (Download available!)
Downloading now. Will report back if I find a bug or something I want to talk about more than playing
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- Posts: 12
- Joined: Sun Apr 05, 2015 3:30 am
Re: [MOD][WIP] Stations Job (Download available!)
whoooooooooooo im really happy right now XD i will report any bugs if i see any
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- Posts: 45
- Joined: Fri Mar 20, 2015 2:58 pm
Re: [MOD][WIP] Stations Job (Download available!)
Well, right off the bat, we have a problem. I fought a civilian with the Fed station and managed to secure some fuel. After a few jumps and some fights, I ended up landing right in the middle of the crystal sector with no fuel and no store to get repairs from
Re: [MOD][WIP] Stations Job (Download available!)
I can't say I had the same problem, but I'd like to point out some minor flaws. First of all, those automated ships that don't accept no for an answer are absolute nightmares for boarding focused ships like the mantis one. I would suggest giving at least another option where you can avoid the trade somehow. Also this may just be my experience but there are a lot of events that don't give you any scrap at all and a lot that give you scrap for nothing.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: [MOD][WIP] Stations Job (Download available!)
I'm playing the Federation Station right now and I'm having a pretty good time. There is still a lot of stuff that could improve, but its already an interesting experience.
Some stuff I noticed + suggestions:
- Great title screen, conveys a sweet feeling of lonelyness. The "Stations Job" text and the FTL logo is missing the glow though, that looks incoherent.
- I find it hilarious that the tittle still includes "Faster than light", you know, cause you aren't moving much as a station? I think this maybe this should be somehow reflected in the title, maybe you have an idea.
- Shield image of the Fed station is a little large
- Weapon mount two and three of the Fed station are place at somewhat weird locations
- I had a Rebel ship arrive that prepared to dock, then realized that I was Fed and attacked. In my headcannon the affiliation of my station is pretty obvious and that made little sense.
- Sometimes the writing seems a little sloppy. Especially the opening text could use some work in my opinion. A lot of the same words are used repeatedly in multiple sentence and stuff.
- I like that the tooltip for engines is changed in the upgrade screen to justify why you need them. That could be done with the engine icon, its related tooltips and the status stuff below the "map" button as well, to hide the workaround even more. Right now the tooltip still says that engines provide evasion. The "pilot" icon below the "map" button could be changed to "commander" or something.
- Engines could be disabled for every fight to remove evasion, if you deem that necessary.
- The Rebel pursuit indicator could be changed to tell the player how long it still takes till the fleet is here and warn of its approach earlier, maybe even as early as from the get go.
- I absolutely love that the cool stuff like hazards can still happen, just put within new contexts.
Definitely the most interesting mod I've played in some time. Keep up the great work!
Some stuff I noticed + suggestions:
- Great title screen, conveys a sweet feeling of lonelyness. The "Stations Job" text and the FTL logo is missing the glow though, that looks incoherent.
- I find it hilarious that the tittle still includes "Faster than light", you know, cause you aren't moving much as a station? I think this maybe this should be somehow reflected in the title, maybe you have an idea.
- Shield image of the Fed station is a little large
- Weapon mount two and three of the Fed station are place at somewhat weird locations
- I had a Rebel ship arrive that prepared to dock, then realized that I was Fed and attacked. In my headcannon the affiliation of my station is pretty obvious and that made little sense.
- Sometimes the writing seems a little sloppy. Especially the opening text could use some work in my opinion. A lot of the same words are used repeatedly in multiple sentence and stuff.
- I like that the tooltip for engines is changed in the upgrade screen to justify why you need them. That could be done with the engine icon, its related tooltips and the status stuff below the "map" button as well, to hide the workaround even more. Right now the tooltip still says that engines provide evasion. The "pilot" icon below the "map" button could be changed to "commander" or something.
- Engines could be disabled for every fight to remove evasion, if you deem that necessary.
- The Rebel pursuit indicator could be changed to tell the player how long it still takes till the fleet is here and warn of its approach earlier, maybe even as early as from the get go.
- I absolutely love that the cool stuff like hazards can still happen, just put within new contexts.
Definitely the most interesting mod I've played in some time. Keep up the great work!
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: [MOD][WIP] Stations Job (Download available!)
Since this mod is functional now, should this thread be moved to Working Mods?
- RAD-82
- Posts: 796
- Joined: Sat Nov 09, 2013 12:16 am
Re: [MOD][WIP] Stations Job (Download available!)
NarnKar wrote:Since this mod is functional now, should this thread be moved to Working Mods?
Only if stargateprovider asks for it to be moved. Just because something is functional or available for download doesn't mean it has to be in Working Mods.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD][WIP] Stations Job (Download available!)
This mod is... well I dunno it's awesome I guess.
Although I never did get a station inspector to look my place over...
I decided to play with the Lanius Station, because well... Lanius make excellent boarders. Problem was I couldn't get any more Lanius crew.
Then the Flagship got me with pretty much everything it had (It arrived at Phase 2. Stupid Kestrel. Why didn't you smash up the Flagship further than that!?)
Guess I won't get paid this month...
Next time Gadget! Next time I'll play with something better!
Although I never did get a station inspector to look my place over...
I decided to play with the Lanius Station, because well... Lanius make excellent boarders. Problem was I couldn't get any more Lanius crew.
Then the Flagship got me with pretty much everything it had (It arrived at Phase 2. Stupid Kestrel. Why didn't you smash up the Flagship further than that!?)
Guess I won't get paid this month...
Next time Gadget! Next time I'll play with something better!
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD][WIP] Stations Job (Download available!)
Oh and I finally encountered the dreaded "Let's have the enemy ship turn friendly and have them drop missiles on me as if feeling sympathy for not being able to jump away and they can't either"
The problem was that it was a Slug Interceptor and I was trying to suffocate them out. So yeah, thanks for the missiles guys. Not like I needed them because I sold the small bomb because bomb weapons suck (except for the almighty Breach Bomb II), even if it would have been useful.
The problem was that it was a Slug Interceptor and I was trying to suffocate them out. So yeah, thanks for the missiles guys. Not like I needed them because I sold the small bomb because bomb weapons suck (except for the almighty Breach Bomb II), even if it would have been useful.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: [MOD][WIP] Stations Job (Download available!)
Sorry for the triple post here but I've done a video run with the Stations Job (Although I keep calling it Stations Mod)
Video run here:
http://youtu.be/JuR20McqLDs
I also try one of my overpowered ships to make it easier and to show off what the mod can really do but I won't advertise my mod in someone else's mod thread. That doesn't feel right.
Video run here:
http://youtu.be/JuR20McqLDs
I also try one of my overpowered ships to make it easier and to show off what the mod can really do but I won't advertise my mod in someone else's mod thread. That doesn't feel right.