[MOD] Law's arsenal of Mods and Overpowered Weapons!

Distribute and discuss mods that are functional. Moderator - Grognak
mattimao
Posts: 28
Joined: Mon Sep 17, 2012 12:41 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by mattimao »

This new bomb is "da' bomb digady!" ( Fred from Scooby Doo ... I couldn't help myself. ) :D

I think the next weapon you make should be like the bombs only add ion damage!
Talk about overpowered! :twisted:

I am still having the graphic problem with the Ion weapon. It is really a fun weapon and I can put up with the caution triangle.

For now I am using the bombs!

Any plans for something like a Wave Motion Cannon from StarBlazers?

Hey, I like big overpowered weapons! :ugeek:
Law
Posts: 66
Joined: Fri Sep 14, 2012 1:36 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by Law »

Aerowind: Yes, the splint bombs only breach the hull. Of course, at maximum power, it'll probably punch more holes in the ship than a breathing crew can manage to fix.

mattimao: I looked up the wave motion cannon, and I somehow don't think that FTL is quite ready for something like this. I'll consider it in the future though :P
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Law
Posts: 66
Joined: Fri Sep 14, 2012 1:36 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by Law »

Bumping this topic as I've made another mod. This time, it's rapid missiles. It does as labelled, but requires quite a bit of energy to do so. More details and a download link can be found in the first post, but you can also get it from this post.

Download Rapid Missiles from Dropbox (v0.1)
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Law
Posts: 66
Joined: Fri Sep 14, 2012 1:36 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by Law »

I've decided to upload all of my mods to xenolith.ws, so you users have the option if you want.

I'm also working on a new interface...

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amadee1987
Posts: 2
Joined: Tue Sep 25, 2012 8:36 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by amadee1987 »

i downloaded the splint bombs but i cant find a .ftl file in there, no matter how many times i download it
Law
Posts: 66
Joined: Fri Sep 14, 2012 1:36 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by Law »

anadee1987: The file you downloaded should be the .ftl file in question... Where is it that you're downloading to?
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amadee1987
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Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by amadee1987 »

Law wrote:anadee1987: The file you downloaded should be the .ftl file in question... Where is it that you're downloading to?
always to my download folder, when i unpack(Winrar zip archive) i find 2 folders--> img and data
Or should i download directly to the mods folder?
Law
Posts: 66
Joined: Fri Sep 14, 2012 1:36 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by Law »

anadee1987: Just place the file directly inside the mods folder. Grognak's Mod Manager should handle the .ftl file directly, adding the contents to your existing resource.dat and data.dat.
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Law
Posts: 66
Joined: Fri Sep 14, 2012 1:36 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by Law »

Posting to say I've made another weapon.

Presenting the Athena Missile Launcher, it allows you to fire missile projectiles in the event you run out of missiles during battle, or just want to conserve some for later on.

More details (as well as a 'promo poster') and download are in the first post, check it out!
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Lazurkri
Posts: 3
Joined: Mon Oct 08, 2012 10:49 pm

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!

Post by Lazurkri »

Lolz. The split bomb rules when you use shield penetration missiles to blow a enemies O2 plant... I think I managed to suffocate about 10 different ships, if not more, and managed to do a real number on the Rebel Flagship with it. Great work!

I have a idea for a arty mod; a Microwave beam, that would cut across a ship, do a good amount of health damage to the enemy crew, and have a high chance to set fires.
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