[MOD] Cl0wn's fixes and adjustments

Discuss and distribute tools and methods for modding. Moderator - Grognak
StealthCl0wn
Posts: 78
Joined: Sat Sep 15, 2012 6:55 pm

Re: [MOD] Galaxy is your oyster

Postby StealthCl0wn » Mon Sep 17, 2012 11:11 pm

FTLdat can be downloaded, just google it. Or browse the forums for the unpacking/repacking data.dat forum, should be second page.

Read that entire thread carefully.

Also, I put up a full changelist.

EDIT: http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2190&hilit=MOD Merry Christmas.
Tysonclyde
Posts: 41
Joined: Mon Sep 17, 2012 11:16 am

Re: [MOD] Cl0wn's fixes and adjustments

Postby Tysonclyde » Mon Sep 17, 2012 11:28 pm

Hey do u think you could add extra fuel to the ships for those who like to explore.
BigD145
Posts: 40
Joined: Sun Sep 16, 2012 4:13 pm

Re: [MOD] Cl0wn's fixes and adjustments

Postby BigD145 » Mon Sep 17, 2012 11:38 pm

Rigging a missile to be exploded isn't a bomb? A missile is just a guided bomb that doesn't require gravity to work.
Amiths
Posts: 7
Joined: Sun Sep 16, 2012 2:22 am

Re: [MOD] Cl0wn's fixes and adjustments

Postby Amiths » Tue Sep 18, 2012 12:36 am

You mod is cool but ... WTF man? Every AI with missel launch like 5 in a row. LOL I changed that to 2 missels.
Wordsmith
Posts: 17
Joined: Fri Sep 14, 2012 10:34 pm
Location: Medbay

Re: [MOD] Galaxy is your oyster

Postby Wordsmith » Tue Sep 18, 2012 12:40 am

StealthCl0wn wrote:What files/items specifically?


Yes. What files did you alter? Did you change the code for stores themselves, or just the rarity values of the items? I haven't been able to find the code that generates stores yet. I was wondering if you had.
"Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
BlackAlpha
Posts: 33
Joined: Mon Sep 17, 2012 6:39 pm

Re: [MOD] Cl0wn's fixes and adjustments

Postby BlackAlpha » Tue Sep 18, 2012 1:55 am

Some of the missile launchers are very OP. You gave them almost zero cooldown. And why did you make it so missiles cost no ammo at all? That's very unbalanced.

You increased the max level of some skills, but you forgot to define the properties for the newly added levels. I'm not sure how the game will handle that. I guess that nothing will happen when you level up those skills past the original level cap.

You drastically increased the damage on the burst lasers. Did you forget they fire bursts? That makes them very powerful already. Giving them as much damage as you did makes all other weapons pointless.

By simply looking at the stats, I think more weapons could potentially be OP, like the Crystal weapons.

All weapons and crew cost virtually nothing. I assume that's simply for the "sandbox" experience?



Wordsmith wrote:
StealthCl0wn wrote:What files/items specifically?


Yes. What files did you alter? Did you change the code for stores themselves, or just the rarity values of the items? I haven't been able to find the code that generates stores yet. I was wondering if you had.


Rarity values.
LUCADENA
Posts: 5
Joined: Tue Sep 18, 2012 4:30 am

Re: [MOD] Cl0wn's fixes and adjustments

Postby LUCADENA » Tue Sep 18, 2012 4:48 am

This mod has no fixes.
I tried it, bomb launchers are f***ing machine guns with infinite ammo.
This is so bad.
beef42
Posts: 11
Joined: Mon Sep 17, 2012 5:39 am

Re: [MOD] Cl0wn's fixes and adjustments

Postby beef42 » Tue Sep 18, 2012 4:58 am

OP, I hate to say it but, these aren't fixes and adjustments, they're ultra easy mode.
StealthCl0wn
Posts: 78
Joined: Sat Sep 15, 2012 6:55 pm

Re: [MOD] Cl0wn's fixes and adjustments

Postby StealthCl0wn » Tue Sep 18, 2012 3:31 pm

Yeah, several things are getting nerfed next time round.
Tysonclyde
Posts: 41
Joined: Mon Sep 17, 2012 11:16 am

Re: [MOD] Cl0wn's fixes and adjustments

Postby Tysonclyde » Tue Sep 18, 2012 11:22 pm

I love this mod

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