Master Mod List - Advanced Edition

Distribute and discuss mods that are functional. Moderator - Grognak
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AgentTHeKat
Posts: 17
Joined: Thu Apr 12, 2018 3:08 am

Re: Master Mod List - Advanced Edition

Postby AgentTHeKat » Wed Mar 06, 2019 11:42 pm

Since Project Coalition was posted in working mods in june, it's come quite a long way. It would be very nice to see it on the list! Thankyou, AgentTHeKat.
Yours truly, AgentTHeKat.
Discord: AgentTheKat#1953
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If you're reading this you're a magnum dunce.
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ThePersonFromSteam
Posts: 84
Joined: Sat Nov 19, 2016 12:34 am

Re: Master Mod List - Advanced Edition

Postby ThePersonFromSteam » Mon Apr 01, 2019 12:18 am

Can you please remove this https://www.subsetgames.com/forum/viewt ... 11&t=30774

As it's not my best work and it's outdated.

Code: Select all

I'm not a respected modder; but i did throw my share in Project Coal.
GoodGuy
Posts: 5
Joined: Sat Jan 11, 2020 4:33 pm

Re: Master Mod List - Advanced Edition

Postby GoodGuy » Sat Jan 11, 2020 4:51 pm

Are there any modders still on this game? I have a idea for one but do not have the knowledge/ability to do it. I would appreciate help. :)
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Engi-nious
Posts: 17
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Location: Sector 8

Re: Master Mod List - Advanced Edition

Postby Engi-nious » Sun Jan 12, 2020 2:06 am

GoodGuy wrote:Are there any modders still on this game? I have a idea for one but do not have the knowledge/ability to do it. I would appreciate help. :)

I do a bit of modding in free time, but don't currently have a way to distribute my .ftl files. I don't really do commissions, but would be interested to hear your idea?
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GoodGuy
Posts: 5
Joined: Sat Jan 11, 2020 4:33 pm

Re: Master Mod List - Advanced Edition

Postby GoodGuy » Mon Jan 13, 2020 5:17 pm

My idea was for an OP mod based on the Federation A. Since the artillery use one system slot, I wanted a mod that gave you an extra system slot. For balance, it would not allow you to have teleportation. The ship would be a pure gunship, and as such it would allow up to 16 power bars in weapons and 5 more in reactor power. The starting point would be the same as the Fed-A, you could just build it up more with some lucky RNG. The name of the ship would be Optimus Prime. ;) ;) The class would be the Federation Experimental - Fed-X.
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Engi-nious
Posts: 17
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Location: Sector 8

Re: Master Mod List - Advanced Edition

Postby Engi-nious » Mon Jan 20, 2020 12:05 am

GoodGuy wrote:My idea was for an OP mod based on the Federation A. Since the artillery use one system slot, I wanted a mod that gave you an extra system slot. For balance, it would not allow you to have teleportation. The ship would be a pure gunship, and as such it would allow up to 16 power bars in weapons and 5 more in reactor power. The starting point would be the same as the Fed-A, you could just build it up more with some lucky RNG. The name of the ship would be Optimus Prime. ;) ;) The class would be the Federation Experimental - Fed-X.

I don't have too much experience with custom ships, but this does sound fairly challenging to make - I am not sure you can add an extra system slot to the total. Certainly an interesting idea, though.
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GoodGuy
Posts: 5
Joined: Sat Jan 11, 2020 4:33 pm

Re: Master Mod List - Advanced Edition

Postby GoodGuy » Sun Jan 26, 2020 12:53 am

I noticed that the boss Rebel has it weapons in four separate rooms, but they apparently do not count as separate systems. Is it possible to mod a ship with four rooms for weapons where crew can enter or leave that counts as one system? What would artillery do?

Thank you.
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fdagpigj
Posts: 83
Joined: Sat Apr 25, 2015 3:14 pm

Re: Master Mod List - Advanced Edition

Postby fdagpigj » Sun Jan 26, 2020 10:44 am

GoodGuy wrote:I noticed that the boss Rebel has it weapons in four separate rooms, but they apparently do not count as separate systems. Is it possible to mod a ship with four rooms for weapons where crew can enter or leave that counts as one system? What would artillery do?

The boss has 4 artillery systems and 0 weapons systems. A single system can never occupy more than one room.
GoodGuy
Posts: 5
Joined: Sat Jan 11, 2020 4:33 pm

Re: Master Mod List - Advanced Edition

Postby GoodGuy » Mon Jan 27, 2020 2:52 pm

If each room is a different system then the 1st boss has 12 systems. I believe the second has that many as well. A nice mod would be to replace the teleporter on the Fed A with a weapon system with a basic laser that would allow upgrading to 4 power and replace the BL 2 with 2 basic lasers and max the weapon slots to 2. You would have a gunship that would potentially have 16 power to weapons but could not use teleport. You would have to increase the system limit to 12 or 13 to compensate.

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