[Ship] Auto-Terminator vAE.1.2

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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: [Ship] Auto-Terminator vAE.1.2

Post by Sleeper Service »

kartoFlane wrote:Which makes me wonder... What would happen if you put player ship blueprint(s) inside a blueprintList, and have an event choice require the list? Would it cause it to only trigger for the ship(s) placed in the list?
Tried that a while ago, does not work. It seems the player ship blueprint itself can't be checked for in events right now.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
InsanityWulf
Posts: 4
Joined: Thu Aug 01, 2013 12:18 pm

Re: [Ship] Auto-Terminator vAE.1.2

Post by InsanityWulf »

Can't escape sector one with any scrap.

Have to run from every fight.

Too little power with too little in the way of options for engagements.

Have yet to exit sector 3 with this ship and I doubt I'll be using it much further.

It was a great concept and I liked the theme, but it's just too underpowered to be a viable play option.
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