This is a criminally underrated mod.
Very rich and well thought out. There are a few times it's apparent it's still under construction but overall it's one of the highest quality and most fun to play mods ever made for FTL. Don't miss out on it.
Esp don't dismiss it for cartoony looking ships. Visuals are detailed and carefully made. Ships, weapons, interiors and effects all show the author spent much time perfecting and polishing. The sound is also excellent, and it's something you can't appreciate by just glancing over screenshots.
Now some belated feedback (mostly about the Alpha Scout):
I love the R-7 droid, it's beautifull.
Should Shock Lasers start fires? It's pretty rare i admit, but i started a shocking inferno once, so i just have to ask.
The description implies that it cannot affect shields. It is not possible to make a weapon that can do normal or ion damage, yet be unable to penetrate shields. The Alpha Attack Drone has the same issue. It can (slowly) beat a 1-2 shield ship by itself.
You can do system or personnel damage without being able to affect shields. If both ion and system damage are used, the shield system takes damage per each shield bubble hit. Limitations of the game engine, i'm affraid. Kinda like the Ion beam issue.
You could work around it by replacing the third Laser with a system damaging burst laser. A simpler solution would be to alter the weapon description, because the Alpha Scout is quite good with it's three lasers. And i don't see how it could function without a weapon that can take down shields.
It starts with a nice bunch of drones. Perhaps too many? I sold off most of them (because i got a free Organic defense drone, Alpha Attack Drone and the crewkiller drone). Amazingly, the Antipersonell Drone was usefull in defending systems from being destroyed. Even though the ship was airless (never found crew) attackers still needed to be engaged. Likewise, the R-7 got pretty busy because even though the ship self-repairs systems, it's fairly slow.
Still, i think 1 of each drone is enough. Even if i had the power, i would not want to spend drone supplies powering more than one. It does fit the lore of the ship though.
There is a way to rework the UI to make room for any combination of weapon and drone slots, but i think it only works for single ship mods. Worth investigating maybe.
Should unique drones appear on enemy ships? I saw one R-7 on a Rebel Rigger. I guess some custom items are
available in all the universe but maybe it would be better to limit certain items to their own species? At least Rebels seem like they should not use alien tech. Pirates might though.
There is some wonky behavior involving the Alpha Scout and it's non-connected rooms. It's allways going to a little weird when there's a gap, but i think you made it worse by having double doors. You don't need 2 doors linking 2 rooms. It may look better, but it can also cause more pathing problems. One link between 2 rooms is enough to go back and forth.
The room behind the engines is redundant. The door leading to it goes through the engine, and you could put an airlock into the engine room itself.
Sadly the game crashed when i jumped into an Anterian Nebula (Sector 3). Here's what the stoutd.txt had to say:
...
ERROR: Repeated Event Name! Name: START_GAME
ERROR: Repeated Event Name! Name: START_BEACON
ERROR: Repeated Event Name! Name: FINISH_BEACON
ERROR: Repeated Event Name! Name: NOTHING
ERROR: Repeated Event Name! Name: UZ_DIS
ERROR: Repeated Event Name! Name: UZ_DIS2
I was playing the Alpha Scout (Kestrel B) and version 1.03.1 of FTL (yeah, i'm lazy with updates). I downloaded the mod yesterday, so unless an old version is still uploaded, i guess the Antarian Nebula bug is still there.
GREAT FUCKING JOB!
excellent mod