[MOD] FTL: Project Coalition v2 (out soon!)

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FTL ProjCoal team
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[MOD] FTL: Project Coalition v2 (out soon!)

Postby FTL ProjCoal team » Mon Jun 04, 2018 1:22 pm

NEW VERSION OUT NOW! (updated as of January 26th)
also, look forward to version 2, coming very very soon! (like early April)

It has been years since the scattering of the rebel fleet. The Federation, victorious, is but a mere shadow of its former self, for the legacy of the Rebellion has left a wound on the galaxy that may never heal...

10 years after the destructive Federation Civil War ended in 2710, the Federation struggles against a new enemy. The Coalition, an alliance among the slugs, mantis, rockmen, and rediscovered crystal race, aims to overthrow the Federation and establish a new order. You have received word of the Coalition's latest plan, which may be all they need to destroy the Federation once and for all. They have begun to move their fleet towards the long distance jump beacon, a powerful beacon capable of transporting a ship to any other sector regardless of distance. if they succeed, they will be able to crush the Federation in one blow. But perhaps if you can take down the three dreadnoughts leading the fleet, the Federation's own fleet will be able to defeat the rest.

Do you have what it takes to save the Federation in an increasingly dangerous world?

What is Project Coalition?

Project Coalition is a complete overhaul mod in similar vein to one of FTL’s most famous mods Captain’s Edition. It is set many years following the victory at the last stand and will see a ‘legacy’ that the rebellion has left on the galaxy, and without the Federation's unquestionable leadership, the wounds left by the Rebellion fester, and several powers squabble for territories vacated by the Federation during the Federation Civil War, including the now newly expansionist Duskbringers, the Free Mantis who are trying to make a place for themselves, the Coalition, the Rebel Remnants, and the Federation.. Will you save the Federation from the Coalition? Or will you flee into the depths of the galaxy, hounded by the Rebellion and Coalition alike... but away from the war?

Is the Mod Finished?

AHAHAHA absolutely not. We're still developing and changing every day. Our team has grown so much larger than we ever could have expected, and now we're getting even closer to a completely stable polished build. We will soon release the first finished version (maybe in about a month or so), but we do plan to release experimental builds along the way!

DOWNLOADS BELOW!
Download latest stable version
Download latest experimental version (recommended)

------WHATS THE DIFFERENCE BETWEEN STABLE AND EXPERIMENTAL?------
Experimental versions tend to have more bugs and haven't been thoroughly playtested as much as the stable version. There also might be issues with using the same save file across the two. (As of the moment the experimental build is actually stabler than the stable version and rarely crashes).

CAN I HELP?
You most certainly can. All of our teamwork happens on discord, so simply create an acount if you don't have one already and join our discord server (link bellow) so you can participate in voting on features and report any bugs you find. If you want to be part of the dev team, then just dm either Stormbringer of Kix and we'll give you a quick interview!

------VICIOUS VESSELS IS INCLUDED IN THIS MOD!------
Thank you very much to Woona, creator of Vicious Vessels, for letting us use her ships in the creation of Project Coalition. The ships are built completely into the mod so there is no need to patch it in seperately, but if you wish to download the mod and play it without PC, you can find it here! http://www.subsetgames.com/forum/viewtopic.php?f=11&t=32298&hilit=vessels

Where are we?

We have our own very dead subreddit /r/Project_Coalition which is RIGHT HERE

And of course our Discord, where you can take part in voting, make suggestions, report bugs, and talk about the mod with the developers and other players!
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Code: Select all

STABLE VERSION 2 (not yet released):

MAJOR CHANGES:
Four New Sectors: Free Mantis, Coalition, Corporate, Asteroid, Free Roamer
Player ships have unique artillery systems
All start beacons support extra options and Fed Database
New fleet ships at start beacons
New Energy Cannon Sprites
New Player Ships: Rebel, Civilian, Ghost, Coalition, Auto, Ghost
4 New Equipment: Conservative Anti-Bio Beam, Conservative Bomb, Conservative Chain Laser
New UI combat box
New Start Beacon backgrounds w/ fleet
Lots ‘N Lots of events!

MINOR CHANGES:
Ion Focus Gun and Drone sprite changed
Stun Focus Gun changed to resemble ion focus gun
Coloring on some drones was fixed
Lots of weapon shading fixed
Mini Torch Beam changed to Conservative Torch Beam
Gatling sprite Improved
Hellfire projectile count decreased
Colors on freelance contractors altered
Lights on Auto ships changed to orange
Minor sprite fixes with certain weapons
Lots of shading fixed
Fixed bug where you couldn’t get into teleporter room on crystal cruiser

KNOWN BUGS:
Starting a new game, then either starting or going back to the hangar and starting again from the first beacon crashes the game
Certain pirate’s sprites are off center and don’t show up in superluminal
Bomb drone’s bomb does not appear inside the targeted room
Some events have double options
Most enemies immune to ion storms (52 max power)

OTHER INFO:
Latest version of VV integrated into source code. Vicious Vessels was created by Woona
Not compatible with CE or ARS+ or really any other overhaul. Please stop asking.
Save Files from previous versions may not be compatible. Please back them up if you wish to keep your progress from before this update.


LOOK BELLOW FOR A LIST OF SOME FEATURES OF PROJECT COALITION!

NEW EQUIPMENT
Of course no overhaul is truly complete unless it has tons of new weapons and drones to even further expand your arsenal! PC adds plenty of new weapons that are both predictable and completely unique! We could list them all, but there is over 115 weapons and 90 drones!

Here is a preview of just several of our weapons!
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And here are a few of our drones!
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So what makes our new equipment so unique? Well first off, we are in fact the very first mod to ever create a functioning Bomb Drone, which can be seen in one of the previews above. Additionally, we are also the first mod to make a Chain Charge Laser, which has the abilities of both a chain laser and a charge laser! Plus we have plenty of new weapon types, such as weapons that do no power or do both ion and hull damage! Want to see them all? Then you're going to have to play the mod...

Thats not it! All ships are now compatible with Artillery systems, similar to CE! However, they are much more unique and are tailored to each ship's unique strategy
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FEDERATION DATABASE AND OTHER AUGMENTS
Unfortunately, creating new augments that have passive abilities is impossible. However, all unique "race" augments, such as Rock Armor or Zoltan Shield can now be purchased in main stream stores all over the galaxy! Additionally we now have "Manual", "Combat", and "Gift" augments. Manual augments can be activated at every start or finish beacon, as well as in specific events. They can many different effects. Combat augments can only be activated before battle, just like in CE. Gift augments can be received in special events or when talking to crew, and have no abilities but can be sold for lots of scrap!

The most important and useful of these augments is the Federation Database, which can be downloaded at the beginning of each game, and starts on certain ships. This augment can be used in many different events to get additional hints. It can also be used at the start of every sector to learn additional information and in certain sectors download a map to reveal it in its entirety!
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On the left is an example of the Federation database on a random events, and on the right is an example of the additional information that can be learned when entering a sector.

LOTS 'N LOTS OF NEW ENEMIES!
I'll admit it, our first few versions were not that good. Part of that was because we had almost no new ships... but that all changes right now! We have tons of new factions and ships that yes, you can in fact encounter in game! Heres a few of them!

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We have more and more ships on the way, and there are loads more than just the ones in that image! Every faction has their own unique strategy and difficulty, and some are far harder than you can find in Vanilla/AE FTL!

NEW PLAYER SHIPS TOO!
We've gone through a LOT of changes when it comes to player ships. In fact, every new version has had completely different ships. However, we have finally nailed down our ships. Boy has the hangar changed! First off, There is no more Kestrel or Stealth cruisers. They were replaced with much cooler ships. Federation cruisers have been moved to fill the old spot for the Kestrel, and in their place is the Rebel, Militia, and Pirate cruisers! And instead of Stealth cruisers, we now have Coalition, Automated, and Ghost cruisers! (keep reading to learn about the ghosts). Each ship has their own unique layout, and the pirate cruiser starts with different weapons each time!. And of course, all of these ships can purchase artillery too!
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MAX OUT YOUR SYSTEMS TO A WHOLE NEW LEVEL!
Many systems have received a boost to their max upgrade level, and some even unlock special new abilties! Teleporter, Clonebay, Medbay, and Oxygen can now be maxed at 4 bars. That means instant recharge on teleporer, instant cloning and max healing every jump for clonebay, rapid healing in medbay, and almost instant oxygen refill! Cloaking can now be leveled up to 8 bars for a 40 second cloak! Weapons and Drone control can also be upgraded to level 10 to fit extra equipment, including some new weapons that use 5 power! These upgrades come at a price however, will you be willing to use massive amounts of scrap just for one upgrade?
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BECOME BUDDIES WITH YOUR CREW, INCLUDING THE NEW GHOST RACE!
Whenever you find a beacon with very little going on, you can decide to talk with your crew instead of looking through your storage. You can get special gift augments or get special quests too! And now your crew can be even larger with help from the crystals and ghosts! Thats right, after the events of Vanilla FTL the crystal race has decided to join the Federation (or often times the Coalition) and leave their secluded sector! And with them comes the ghost race. They;re not actually undead, but they have the characteristics of one. They pilot damaged ships in the most hazardous of sectors, and can be handy to have on your crew as they don't need any oxygen!


So what are you waiting for! Go ahead and play Project Coalition, and stay tuned for any new updates!

Our crew:
Founders: Stormbringer and Kix the Murican Slug
Main Ship Architects:Magic Badger, Woona, Please Don't Touch Me, AgentTHeKat, Solid Boi (CurseDC)
Weapon Engineers: KingdomKrafters, AgentTHeKat, Please Don't Touch Me
Primary Lorekeepers: Stormbringer, Timewarper, SomeFederationPerson, Techro
Elite Coders: KingdomKrafters, AgentTheKat, Techro
Musicians AgentTheKat, Kidinbox, Gh0stWh1te, Stormbringer, Techro
Just here because he can Horrid Elk

Additional thanks to all of our early supporters who brought us to where we are today! They all get their own spot in the credits!
Last edited by FTL ProjCoal team on Wed Mar 20, 2019 11:52 pm, edited 29 times in total.
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K1ller
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby K1ller » Mon Jun 04, 2018 2:27 pm

Hmmm.
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KingdomKrafters
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby KingdomKrafters » Mon Jun 04, 2018 6:35 pm

Hey Storm btw maybe if you made the into text normal sized it would fit inside North America. Just sayin'.
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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FTL ProjCoal team
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby FTL ProjCoal team » Tue Jun 05, 2018 12:01 pm

KingdomKrafters wrote:Hey Storm btw maybe if you made the into text normal sized it would fit inside North America. Just sayin'.



da, happy?
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fdagpigj
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby fdagpigj » Tue Jun 05, 2018 2:28 pm

KingdomKrafters wrote:Hey Storm btw maybe if you made the into text normal sized it would fit inside North America. Just sayin'.

the same could be said of you guys' signatures
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DreamPanzerFahrer
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Location: Ardennes, 1944.

Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby DreamPanzerFahrer » Thu Jun 07, 2018 2:16 pm

So I thought this was interesting, downloaded it and played it for a bit... It has potential, The ships are good but the Type A Zoltan ship had a problem, No access to the Shield room or doors and the crew bugged out when walking, The other ships I saw no problem with, I also assume that this is only the ships at the moment? Anyway this looks promising, good work.
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SomeFederationPerson
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Location: 1st Federation elite stealth fighter squadron, 10th federation elite strike fleet

Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby SomeFederationPerson » Sun Jun 10, 2018 1:40 am

DreamPanzerFahrer wrote:So I thought this was interesting, downloaded it and played it for a bit... It has potential, The ships are good but the Type A Zoltan ship had a problem, No access to the Shield room or doors and the crew bugged out when walking, The other ships I saw no problem with, I also assume that this is only the ships at the moment? Anyway this looks promising, good work.


We're planning to fix up sprites for the player ships, but right now we are getting the content down, and then fine tuning the ships once we finish all the intended sprites
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DreamPanzerFahrer
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Location: Ardennes, 1944.

Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby DreamPanzerFahrer » Sun Jun 10, 2018 1:44 pm

SomeFederationPerson wrote:We're planning to fix up sprites for the player ships, but right now we are getting the content down, and then fine tuning the ships once we finish all the intended sprites


Sounds great, good luck.
4n4
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby 4n4 » Tue Jun 12, 2018 8:59 am

Shouldn't this thread be in the mod dev forum instead of working mods?
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SomeFederationPerson
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Location: 1st Federation elite stealth fighter squadron, 10th federation elite strike fleet

Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby SomeFederationPerson » Tue Jun 12, 2018 11:14 am

4n4 wrote:Shouldn't this thread be in the mod dev forum instead of working mods?


Mod works, we've released it, and its somewhat playable

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