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Re: [MOD][WIP] Foundation of the Federation

Posted: Thu Mar 21, 2013 8:49 pm
by AggressionSsbb
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.

Re: [MOD][WIP] Foundation of the Federation

Posted: Fri Apr 05, 2013 10:50 am
by EngiRaptor
A really, really nice idea for an FTL mod. Looking forward to it.
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.
Hmm, I probably can help. I'm not a pro, but I might help you. Thanks in advance.

Re: [MOD][WIP] Foundation of the Federation

Posted: Wed Apr 17, 2013 3:01 am
by Balancer
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?

Re: [MOD][WIP] Foundation of the Federation

Posted: Sat Apr 27, 2013 1:51 am
by mnmn1234
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!

Re: [MOD][WIP] Foundation of the Federation

Posted: Sun Apr 28, 2013 2:28 am
by Ora_unit_SR388
Work FASTER!!!!!!!!!!!!!!!!

Re: [MOD][WIP] Foundation of the Federation

Posted: Sat Jun 08, 2013 12:27 am
by Thunderr
Open beta anytime soon?

Re: [MOD][WIP] Foundation of the Federation

Posted: Wed Jun 26, 2013 3:56 am
by LonelyEthics
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.

Re: [MOD][WIP] Foundation of the Federation

Posted: Wed Jun 26, 2013 2:25 pm
by Metzelmax
It has been 7 months since whalecancer last replied... I doubt he is still working on it.

Re: [MOD][WIP] Foundation of the Federation

Posted: Wed Jul 03, 2013 12:38 pm
by CaptainRover
Have you ever thought about doing a mod very similar to this just instead having Mantis, Slug, and Rockmen ships :?:

Re: [MOD][WIP] Foundation of the Federation

Posted: Mon Jul 08, 2013 5:56 am
by dra6o0n
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.