[REQ] working link for Hold the Line
Posted: Tue Mar 19, 2013 12:56 am
Hello all, new to the forums! I recently purchased FTL and cannot get enough of the game.
Amazing job devs! I beat it on easy and normal several times playing different builds, so I have been playing around with a few mods to spice things up. I cannot seem to find a working link for one in particular that sounds very interesting.
The mod is Hold the Line, which was created by Slowerthanlight as seen in this thread.
The rapidshare link appears to be dead, and I was wondering if anyone knew where to find it, had a copy of it, or knew if Slowerthanlight took it down and doesn't wish it to be distributed.
I really like the idea of being able to push back or delay the rebel fleet, but at the same time I really get a thrill out of the omnipresent sense of danger and pursuit....so I do not wish to eliminate or nerf this mechanic.
If anyone could recommend a different mod that would allow me to hold back the fleet without compromising the difficulty and danger in doing so it would be much appreciated. I am going to try Turning the Tide by Kieve, but my concern is that the mod will make challenging the fleet more of a exercise in farming than in risky, strategic delay. I would also love to be wrong about this.

The mod is Hold the Line, which was created by Slowerthanlight as seen in this thread.
The rapidshare link appears to be dead, and I was wondering if anyone knew where to find it, had a copy of it, or knew if Slowerthanlight took it down and doesn't wish it to be distributed.
I really like the idea of being able to push back or delay the rebel fleet, but at the same time I really get a thrill out of the omnipresent sense of danger and pursuit....so I do not wish to eliminate or nerf this mechanic.
If anyone could recommend a different mod that would allow me to hold back the fleet without compromising the difficulty and danger in doing so it would be much appreciated. I am going to try Turning the Tide by Kieve, but my concern is that the mod will make challenging the fleet more of a exercise in farming than in risky, strategic delay. I would also love to be wrong about this.