Search found 31 matches
- Tue May 05, 2015 8:13 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
Okay so apparently quests CAN be cross-sector, so why not just make it so trade-goods give you a quest that stores can check for?
- Tue May 05, 2015 7:27 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
Oh, if blue events can't see what's in your cargo hold then nevermind. That's a sucky limitation. Is there no way for the game's scripting to store variables long-term? Like, maybe giving you a 'quest' after you buy a trade good that doesn't have a destination? Or do quests get cleared when you trav...
- Tue May 05, 2015 2:11 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
If not for the whole augment aspect, trading would be a very useful thing to do late game when ships have a much higher chance of doing some severe damage to you. I really think dummy weapons is the way to go. 2 power flak weapons that have a 'cargo' icon, it'd work splendidly in my opinion. But it'...
- Tue May 05, 2015 1:52 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
Oh, I think I understand what you mean by leveled amounts of scrap for the goods, you want them to sell for more in different sectors, yea? I had forgotten about that little detail. Then yeah, keeping the player cooperation thing is probably for the best. But I still think the dummy weapons are a be...
- Tue May 05, 2015 1:48 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
Even with that 'silliness' aside, I think dummy weapons is preferable. You could have them take two power, have them be flak weapons that do the absolute minimum amount of damage, so it's like you're launching the cargo at the enemy's hull, haha. Honestly I find it really hard to justify the amount ...
- Tue May 05, 2015 1:36 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
Also, I am curious - why not just rebalance the trading system so that you have to sell the augment no matter what instead of relying on player cooperation? My first run on captain's edition I actually didn't know about the necessary player cooperation and I was a bit confused. The fleet pursuit wou...
- Tue May 05, 2015 1:33 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
Well, it's mostly about the trading system to me, it's completely pointless in Easy unless you have the cargo transporter. Although I am curious on something regarding the trading system, have you thought about using dummy weapons instead of dummy augments? Augment slots are really precious and all ...
- Tue May 05, 2015 1:16 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 4998221
Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275
Hey there! I traditionally play the game on Easy, since I honestly dont' play regularly enough to fully master the game. I've loved all the new additions, but I have noticed that it's even harder than the game's normal Normal mode. I could still play on Easy but as I understand, that messes with the...
- Thu Jun 06, 2013 7:33 am
- Forum: Mod Development
- Topic: [MOD][WIP] FTL Infinite Space
- Replies: 1049
- Views: 1102159
Re: [MOD][WIP] FTL Infinite Space
I'm glad you appreciated the code cleanup. The Descent into Darkness author actually chewed me out when I posted XML corrections in his thread. I am aware of the fact a lot of the XML errors are in the core game, but nevertheless, them being there makes it harder to find more serious errors with XML...
- Sat Apr 27, 2013 5:17 pm
- Forum: Working Mods
- Topic: Master Mod List
- Replies: 269
- Views: 965499
Re: Master Mod List
I'd appreciate it if you could add my mod to the list. http://www.ftlgame.com/forum/viewtopic.php?f=11&t=14518 It gives people starting a new game a few bonus options, all worth exactly 50 scrap. Very useful for ships that are weaker than others. And its optional, so if you feel you're doing a r...