[MOD][WIP] Foundation of the Federation
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- Posts: 4
- Joined: Tue Mar 19, 2013 1:29 am
Re: [MOD][WIP] Foundation of the Federation
The smaller ships are useless. At least give them some super special ability like a self repairing hull. Otherwise 5 hull doesn't even last 1 sector.
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- Posts: 1
- Joined: Fri Apr 05, 2013 10:15 am
Re: [MOD][WIP] Foundation of the Federation
A really, really nice idea for an FTL mod. Looking forward to it.
Hmm, I probably can help. I'm not a pro, but I might help you. Thanks in advance.It, obviously, still needs shading work, which will help it significantly. I, unfortunately, am no capable of that as my skills are not sufficient to make it look proper and not like a big blob of shadow. Also, I know that this is not all that good, but again, I'm not all that great. This is pretty much my first real sprite, plus I had no concept art to work off of as well.
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- Posts: 2
- Joined: Wed Apr 17, 2013 2:56 am
Re: [MOD][WIP] Foundation of the Federation
Really looking forward to this mod, be good have some safe zones for once, couple of questions though.
Will modded in ships still work and will we be able to jump backwards to previously colonized sectors?
Will modded in ships still work and will we be able to jump backwards to previously colonized sectors?
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- Posts: 11
- Joined: Sat Apr 27, 2013 1:45 am
Re: [MOD][WIP] Foundation of the Federation
I Think this thing may be long dead, but don't Kill it! when i first got FTL i saw this mod and said to myself Man that is The best mod ever! i beg of you don't kill it!
Also First Post!
Also First Post!
- Ora_unit_SR388
- Posts: 190
- Joined: Fri Apr 12, 2013 2:41 pm
Re: [MOD][WIP] Foundation of the Federation
Work FASTER!!!!!!!!!!!!!!!!
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- Posts: 142
- Joined: Sun May 19, 2013 9:09 pm
Re: [MOD][WIP] Foundation of the Federation
Open beta anytime soon?
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- Posts: 1
- Joined: Wed Jun 26, 2013 3:53 am
Re: [MOD][WIP] Foundation of the Federation
I know I'm probably super late, but if you need help writing any of the text for encounters I would love to help. I shit at code, but I enjoy writing a lot and love this game just as much. Just offering to help with what is my favorite potential mod.
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD][WIP] Foundation of the Federation
It has been 7 months since whalecancer last replied... I doubt he is still working on it.
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- Posts: 19
- Joined: Fri Apr 05, 2013 10:58 am
Re: [MOD][WIP] Foundation of the Federation
Have you ever thought about doing a mod very similar to this just instead having Mantis, Slug, and Rockmen ships 

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- Posts: 3
- Joined: Mon Jul 08, 2013 5:47 am
Re: [MOD][WIP] Foundation of the Federation
IDEA: Fleet vs Fleet based warfare.
Using the flagship scripts, you can do this:
- Have the left side your fleet's frontline, and the right side of the sector the enemy's frontline.
- Have 3 outpost beacons from the left to the right, with one in the center, to represent capturable beacons that you engage to fight.
- Outposts are stationary 'space stations' sort of ships that has weapons to fight back, and is meant to be tough to destroy.
Utilize flagship scripts to spawn active and mobile warships from the enemy fleet's side, that moves from beacon to beacon to capture outposts. When a enemy warship reaches a outpost, it has a 50/50 chance of capturing it or being destroyed.
Only 1 warship spawns on the enemy's side every 8 jumps, and starts the count only after it is destroyed.
If the warship captures the left most outpost, your fleet's frontlines is smaller, hence most of the beacons on the map will be controlled by the enemy and you engage a rebel/enemy ship in every beacon until you reclaim the outpost back.
Long form short:
It's a tug of war within your mod that enhances the fleet vs fleet aspect.
The issue is if you can copy and mirror a 'fleet' radius on the other side of the sector map to represent the enemy fleet spreading every turn as outpost after outposts gets taken.
Also, for your 'scout' type ships, scouts are meant to be low powered weaponry with the emphasis on engine power and maybe cloaking for dodging. The value ranges is from low quality ships to high quality ships.
So as a basis for scout ships:
Weapon slots 2
Drone slots 0
Shield 2~3 / Engine 4~6 / Oxygen 1~2 / Medibay 1~2 / Cloak 1 / Weapons 3~4
1~2 Augments:
- Long Range Scanner
- FTL Recharge Booster
Upgrade costs is based on the base system levels it starts with.
Ship's system level * (15) - (5 * quality level) = Scrap cost to upgrade.
Shield 4 would cost 55 scraps for the lowest quality scout.
Shield 4 would cost 35 scraps for the best quality scout.
Using the flagship scripts, you can do this:
- Have the left side your fleet's frontline, and the right side of the sector the enemy's frontline.
- Have 3 outpost beacons from the left to the right, with one in the center, to represent capturable beacons that you engage to fight.
- Outposts are stationary 'space stations' sort of ships that has weapons to fight back, and is meant to be tough to destroy.
Utilize flagship scripts to spawn active and mobile warships from the enemy fleet's side, that moves from beacon to beacon to capture outposts. When a enemy warship reaches a outpost, it has a 50/50 chance of capturing it or being destroyed.
Only 1 warship spawns on the enemy's side every 8 jumps, and starts the count only after it is destroyed.
If the warship captures the left most outpost, your fleet's frontlines is smaller, hence most of the beacons on the map will be controlled by the enemy and you engage a rebel/enemy ship in every beacon until you reclaim the outpost back.
Long form short:
It's a tug of war within your mod that enhances the fleet vs fleet aspect.
The issue is if you can copy and mirror a 'fleet' radius on the other side of the sector map to represent the enemy fleet spreading every turn as outpost after outposts gets taken.
Also, for your 'scout' type ships, scouts are meant to be low powered weaponry with the emphasis on engine power and maybe cloaking for dodging. The value ranges is from low quality ships to high quality ships.
So as a basis for scout ships:
Weapon slots 2
Drone slots 0
Shield 2~3 / Engine 4~6 / Oxygen 1~2 / Medibay 1~2 / Cloak 1 / Weapons 3~4
1~2 Augments:
- Long Range Scanner
- FTL Recharge Booster
Upgrade costs is based on the base system levels it starts with.
Ship's system level * (15) - (5 * quality level) = Scrap cost to upgrade.
Shield 4 would cost 55 scraps for the lowest quality scout.
Shield 4 would cost 35 scraps for the best quality scout.