[MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/12)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Linkitch
Posts: 1
Joined: Tue Dec 25, 2012 10:31 pm

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby Linkitch » Tue Dec 25, 2012 10:35 pm

I've been playing with this mod for some time now and overall I'm quite pleased with it. It has good weapon diversity and makes the game more enjoyable.

But one thing I do not like is weapons that are able to 1 shot your crew. That is not fun in any way shape or form.
The weapons I remember and have thus far encountered on enemies are some Missile Launchers and Bombs. 1 unlucky hit with either and you lose all your crew in the room that got hit.
Mister Sammy
Posts: 71
Joined: Fri Sep 21, 2012 4:50 pm

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby Mister Sammy » Sun Dec 30, 2012 1:14 pm

Ruin+Cloaking=Buckets of fun!
Vraes
Posts: 6
Joined: Sun Jan 27, 2013 2:03 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby Vraes » Sun Jan 27, 2013 2:40 am

For those who have tried this mod; is it reasonably balanced? We all know that there really powerful weapons in baseline FTL that can make the game a breeze, but they're kept in check by their rarity rankings and opportunity cost mali. That is to say, do the powerful weapons in this mod similarly keep themselves in check, and, well, don't make the game too easy?
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby thashepherd » Sun Jan 27, 2013 3:22 am

Author - you can/should remove the vanilla weapons from the version of the mod you're distributing. The FTL dudes don't like vanilla resources being sent out; one of the reasons for GMM is so that we can release just changed content instead of sending THEIR resources.dat file out with every mod.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby UltraMantis » Sun Jan 27, 2013 4:12 am

What resources.dat? The download is an .ftl mod, isn't it?
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Torchwood202
Posts: 132
Joined: Sun Sep 30, 2012 4:10 pm

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby Torchwood202 » Thu Jan 31, 2013 8:07 pm

We need a list of where to find the X weapons... I cant find them D:
buzzyrecky
Posts: 43
Joined: Wed Sep 19, 2012 8:15 am

Re: [MOD] Weaponanza! (16 new Weapons)

Postby buzzyrecky » Thu Jan 31, 2013 9:49 pm

Torchwood202 wrote:We need a list of where to find the X weapons... I cant find them D:

I don't actually know if I still have the list, actually. I think there's events in the Zoltan and Engi sectors for sure... but I'm not sure where else. Maybe the nebulas and pirate sectors? I'm not sure... but if they ever make it possible to remove weapons via events, I will go back and rework the events so its balanced between the sectors.

I think I tried to make most of the X weapons based off weapons that unlockable ships start with, so if you just play enough you'll probably come across them eventually.
HappyThug
Posts: 9
Joined: Sun Feb 17, 2013 1:28 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby HappyThug » Sun Feb 17, 2013 1:55 am

The best weapons mod. All very balanced, they add a lot of variety to loot! Thanks a lot!
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby speedoflight » Mon Feb 18, 2013 11:14 am

Hi, just discovered this great game last week and im trying now to discover some great mods out there.

The problem im having with this weapon mod is that apparently , it is not compatible with the infinite space mod. Is this right??

I really like the infinite space mod and its the only mod i dont want to remove. But i cant use this one at the same time..

The other mod i have installed is the advanced shield and weapons mod. Any issues about this one??

Any ideas?

I already installed it, but i dont see the mod working (i cant see the panacea in the kestrel loadout neither)

Thanks in advance!.
My currently mods / wips ->
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spidasense
Posts: 4
Joined: Sun Apr 28, 2013 3:02 am

Re: [MOD] Weaponanza! (16 new Weapons) (v1.1 - UPDATED 9/23/

Postby spidasense » Sun Apr 28, 2013 3:09 am

Hey dude why do lazer waeapons have shield piercing? that's kind of defeating the purpose of even having shields at all