Search found 26 matches

by dante2ndadvent
Thu Mar 21, 2013 12:57 pm
Forum: Working Mods
Topic: [MOD] Descent into Darkness - a major game overhaul
Replies: 165
Views: 473889

Re: [MOD] Descent into Darkness - a major game overhaul

Awesome as usual Eagle, shame you're not making anymore mods though, really enjoyed your customs ship, the Shard in particular. Nice work.
by dante2ndadvent
Tue Mar 19, 2013 6:16 am
Forum: Mod Development
Topic: Mod Request: The Slug Achiever
Replies: 11
Views: 6767

Re: Mod Request: The Slug Achiever

Runtime errors on my end as well. Oh well.
by dante2ndadvent
Mon Feb 25, 2013 3:06 am
Forum: Working Mods
Topic: [SHIP][v1.2]F-22A Raptor for FTL[NEW UPDATE 24.2.2013]
Replies: 14
Views: 28796

Re: [SHIP][v1.1]Lockheed-Martin/Boeing F-22A Raptor

Lol, nah, me running out of fuel is just me not paying attention.

Nice changes, one of the better recent custom ships I've seen.
by dante2ndadvent
Fri Feb 22, 2013 1:57 am
Forum: Mod Development
Topic: Warhammer 40k - Battlefleet Gothic Mod -New Screens!-
Replies: 41
Views: 63257

Re: Warhammer 40k - Battlefleet Gothic Mod

Dude, this sounds insanely awesome. I'm no programmer, so I can't help with making the mod, but you can count on me the play test the hell out of this thing whenever you've got some part of it up and running. Good luck.
by dante2ndadvent
Wed Feb 20, 2013 6:32 am
Forum: Working Mods
Topic: OP SHIP BOSS RULES
Replies: 20
Views: 17421

Re: OP SHIP BOSS RULES

Love the descriptions you give your weapons, especially your "Lance Armstrong" drones.
by dante2ndadvent
Wed Feb 20, 2013 3:36 am
Forum: Working Mods
Topic: [SHIP][v1.2]F-22A Raptor for FTL[NEW UPDATE 24.2.2013]
Replies: 14
Views: 28796

Re: [SHIP][v1.1]Lockheed-Martin/Boeing F-22A Raptor

Nice ship man, a lot of fun. The door system is a bit screwy, some of ones in the middle corridor won't open when you click them, the automatic open/close works fine though, so it's not too bad. Edit: Alright, took it through a spin in IS and vanilla. 1): The Machine gun, despite being awesome, is p...
by dante2ndadvent
Mon Feb 18, 2013 6:19 am
Forum: Working Mods
Topic: [SHIP] Mor-Saxum (Rock Cruiser) v.0.6
Replies: 7
Views: 14568

Re: [SHIP] Mor-Saxum (Rock Cruiser) v.0.5

The Razor beam seems a little hit and miss too, it only disables if the beam runs though the icon in the room you're targeting, weapons, shields etc.

I never realized how much I relied on doors and sensors before I used this ship lol.
by dante2ndadvent
Mon Feb 18, 2013 5:55 am
Forum: Working Mods
Topic: [MOD][NEW RELEASE] Sonata 7a TC
Replies: 139
Views: 133518

Re: [MOD][RELEASED] Sonata 7 TC

Hey, LOVING this mod, A+.
by dante2ndadvent
Mon Feb 18, 2013 3:50 am
Forum: Working Mods
Topic: [MOD] DronesPlus 0.7.8
Replies: 45
Views: 101797

Re: [MOD] DronesPlus 0.7.7

@dante2ndadvent, DronePlus should work with IS, just apply it after IS in the mod order. Karmos gave me permission to use his awesome work and include the drones in future releases for IS. Although it won't be the exact implementation (mainly what is available in shops, and what isn't), it will be ...
by dante2ndadvent
Fri Feb 15, 2013 1:39 am
Forum: Working Mods
Topic: [MOD] DronesPlus 0.7.8
Replies: 45
Views: 101797

Re: [MOD] DronesPlus 0.7.7

Anti-bio beams are hard enough to use effectively, the random firing pattens of a drone would make a bio-drone almost useless.

I've stopped playing vanilla FTL since Infinite Space hit ver 0.4.2, will this mod work on IS?