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.
[MOD] Cl0wn's fixes and adjustments
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- Joined: Sat Sep 15, 2012 6:55 pm
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- Joined: Mon Sep 17, 2012 11:16 am
Re: [MOD] Cl0wn's fixes and adjustments
Hey do u think you could add extra fuel to the ships for those who like to explore.
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Re: [MOD] Cl0wn's fixes and adjustments
Rigging a missile to be exploded isn't a bomb? A missile is just a guided bomb that doesn't require gravity to work.
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- Joined: Sun Sep 16, 2012 2:22 am
Re: [MOD] Cl0wn's fixes and adjustments
You mod is cool but ... WTF man? Every AI with missel launch like 5 in a row. LOL I changed that to 2 missels.
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Re: [MOD] Galaxy is your oyster
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
- Terry Pratchett
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- Joined: Mon Sep 17, 2012 6:39 pm
Re: [MOD] Cl0wn's fixes and adjustments
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?
Rarity values.
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.
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- Joined: Tue Sep 18, 2012 4:30 am
Re: [MOD] Cl0wn's fixes and adjustments
This mod has no fixes.
I tried it, bomb launchers are f***ing machine guns with infinite ammo.
This is so bad.
I tried it, bomb launchers are f***ing machine guns with infinite ammo.
This is so bad.
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- Joined: Mon Sep 17, 2012 5:39 am
Re: [MOD] Cl0wn's fixes and adjustments
OP, I hate to say it but, these aren't fixes and adjustments, they're ultra easy mode.
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- Posts: 78
- Joined: Sat Sep 15, 2012 6:55 pm
Re: [MOD] Cl0wn's fixes and adjustments
Yeah, several things are getting nerfed next time round.
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- Joined: Mon Sep 17, 2012 11:16 am
Re: [MOD] Cl0wn's fixes and adjustments
I love this mod