Postby stylesrj » Thu Aug 17, 2017 10:10 pm
I'll put this more tactfully...
Your ship has too much stuff in the early-game. High-level weapons, a powerful gun, cloaking, shields and I'm guessing the Artillery Beam.
You need to look at the Shrike and the Carnelian as your upper limit for ship power. The Shrike has Mind Control, a teleporter, two Lanius and a 1-power 3-shot Flak Cannon.
The Carnelian has a 4-person teleporter, 3 Crystals, no weapons and a Cloaking Device.
Does your ship have more than they do? Then you might want to see what needs to be removed or changed.
Speaking of removed or changed, reinstall FTL and delete your backups in Slipstream. Then run Slipstream without any mods. This will generate clean backups so you don't get issues with weapon icons, ship floors and crew portraits. Because according to your pictures and what you've said before K1ller, you put in a whole bunch of mods and they're not entirely gone.
EDIT:
Just some ideas on how you can make it less OP or just better in general:
Remove the Artillery Beam. You've already given it a Vulcan.
Try making your own hull. Grab some of the gibs and images from Captain's Edition or the regular game (if you know how to unpack them) and splice a few of them together into something. Just remember to select the outer edge and remove the glows so it looks seamless.
Don't worry about adding gibs or a cloaking image. My first mod had none of those. You'll eventually want to start creating those in later versions of course but for the early days, you need to either focus on something not too overpowered or something with an interesting gimmick.
Most importantly: Do a test run with the ship. Try and see how long it takes for you to get out of Sector 1. Buy a few augments, see if they fit in properly and also check the rooms. Sometimes you might forget a door or a door connection and no one can get back into an important room.