FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
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The Captain
Posts: 390
Joined: Thu Mar 28, 2013 1:44 am

Re: FTL Captain's Edition 1.066b

Post by The Captain »

Re: Healing Cluster Burst description - "deployes" should be "deploys" (2nd usage).
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.066b

Post by Mr. Mister »

Uhm... check this video, arounf 17:10.
http://www.youtube.com/watch?v=tc1s5Oi6fa8

A weaponless Mantis Boarder ship... without a teleport system.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: FTL Captain's Edition 1.066b

Post by kartoFlane »

They did have a teleport system, just couldn't board you because of the Zoltan shield.
Superluminal2 - a ship editor for FTL
aaaaaa50
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Joined: Thu Apr 11, 2013 9:08 pm

Re: FTL Captain's Edition 1.066b

Post by aaaaaa50 »

Image

:lol:
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

Re: FTL Captain's Edition 1.066b

Post by ArmedKevin117 »

Mr. Mister wrote:Already done. I've only had the opportunity to use it one time, and it confirmed me that it was a mantis inside (what you discover initially is that the pod is of mantis origin), confused and scared, albeit he couldn't give me more details.

It went furious when I opened it.

Regardless, that was probably one of the least likely outcomes, and there are others when the slug can voucech for the cooperativeness of the mantis, or at least confirm there's a human inside.
Oh. Guess I just never got it with a slug, then.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.066b

Post by Mr. Mister »

aaaaaa50 wrote:Image

:lol:
You're just lacking an Engi to remotely reapir it, which sounds as the best option to me.
PaladinGreco
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Joined: Mon Oct 07, 2013 6:56 pm

Re: FTL Captain's Edition 1.066b

Post by PaladinGreco »

Mr. Mister wrote:Anywho: sleepy, seeing how you incorporated a (Mantis Ship) blue choice into most piracy events, would you consider including a (Federation Crruiser) or (Artillery Beam) blue choice into events with (Beam) blue choices, like the one where you find a pirate ship trapped in asteroids?
That would be an inventive use of the Vindicator Artillery Beam: saving pirates. XD


Also, for people posting images that are greater than the size of the post width limit, please use URL tags to link to them instead. It's better for a lot of reasons. Thanks.
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NewAgeOfPower
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Re: FTL Captain's Edition 1.066b

Post by NewAgeOfPower »

I was hoping to add BrotherShogo's ships to my enemies list; but he hasn't been on in months and my PM has been sitting in my outbox for over a month now. : [
ArmedKevin117
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Joined: Sun Apr 07, 2013 8:50 pm

Re: FTL Captain's Edition 1.066b

Post by ArmedKevin117 »

Typo spot: In the event in Federation space where you're asked to attack Rebel ground forces, there's the blue option if you have a beam weapon. Relevant sentence reads: "The local Rebel command is turned into a dark pool of molten glass within minuits."
Minor typo, just pointing it out for you.
Millennium
Posts: 12
Joined: Fri Sep 14, 2012 7:53 pm

Re: FTL Captain's Edition 1.066b

Post by Millennium »

Hello, I installed the mod and I must say it's really great, but I have a single problem, if you call it that.

Since the mod adds and/or changes the name of sectors, I don't know which race they are controlled by just looking at the name. Is there any way to get around this? I'm trying to unlock vanilla ships but not knowing the sectors really hurts a lot, and I don't want to uninstall this awesome mod just because of that.

Thanks in advance.
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