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

Distribute and discuss mods that are functional. Moderator - Grognak
UberFubarius
Posts: 54
Joined: Tue Sep 25, 2012 5:31 pm

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

Post by UberFubarius »

Lazurkri wrote: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.
So, Fire Beam + Anti-Bio Beam?
Sounds like every boarder's wet-dream.
GoldenShadowGS
Posts: 122
Joined: Thu Sep 13, 2012 6:38 am

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

Post by GoldenShadowGS »

I find the anti-bio is more useful when you don't use boarders. Use bombs and the anti-bio beam and lvl 2 sensors to kills the enemy crew. Still not easy when you have lots of shields to bring down first.
Law
Posts: 66
Joined: Fri Sep 14, 2012 1:36 pm

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

Post by Law »

Well, back in this thread before bed just to show off that I'm not slacking off and doing other stuff (though that has to happen as well)...

Here's a WIP screenshot for an upcoming update.
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If you want, there's a high quality animated PNG here.
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SirAwesome
Posts: 3
Joined: Fri Oct 26, 2012 5:31 am

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

Post by SirAwesome »

Looks Awesome
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 updated the Rapid Missiles, and bumped the version up to v0.5, now featuring the new animation shown in the previous post. Take a look at the first post for a download!

I've also begun some work on a new custom ship by the way.
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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 »

Still working on the ship, I've made a little layout (with help from a ship design program), some xml handling and replaced the Engi Cruiser B. It looks pretty good, and most of the systems are in (including a custom air system room graphic). Just need to iron out some of the crew station areas...

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In keeping with naming form with The Kestrel, the default ship name for this one is The Peregrine.
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ExtraCheesyPie
Posts: 145
Joined: Fri Nov 23, 2012 4:37 pm

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

Post by ExtraCheesyPie »

The Athena missiles look really cool, but I don't want them to be on the Kestral...

Would it be possible to have them not on it?
I hate FTL...

But I love it at the same time...
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

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

Post by BrenTenkage »

Law wrote:Still working on the ship, I've made a little layout (with help from a ship design program), some xml handling and replaced the Engi Cruiser B. It looks pretty good, and most of the systems are in (including a custom air system room graphic). Just need to iron out some of the crew station areas...

Image

In keeping with naming form with The Kestrel, the default ship name for this one is The Peregrine.
Once you get everything ironed out, I am so Lets Playing this ship
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

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

Post by English Narwhal »

ElleryQueen wrote:I am new to this game and your post which is shared above really helped me to know about the Law's arsenal of Mods and Overpowered Weapons. I have downloaded the mods and I am sure these will help me to play this game in a better way.
That, there, was a 2-year necro.
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

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

Post by Kieve »

English Narwhal wrote:That, there, was a 2-year necro.
That there was a spammer. They're dead now, Jim.
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