Search found 19 matches

by DGM
Wed Mar 07, 2018 9:49 pm
Forum: Tips, Strategy & Guides
Topic: Rust buckets
Replies: 8
Views: 12018

Re: Rust buckets

One good tip in general is to take a starting pilot that complements your squad. For the Rusting Hulks I had Vera (ignores smoke and webs) flying the jet.
by DGM
Wed Mar 07, 2018 9:42 pm
Forum: Discussion
Topic: [Suggestion] Seperate the "End Turn" button and the "Undo Move" button
Replies: 4
Views: 2292

Re: [Suggestion] Seperate the "End Turn" button and the "Undo Move" button

takisback wrote:If you always have to click "are you sure?" then who wouldn't dismiss the message for good?


Normally I would agree, but in this case there just aren't that many turns in a battle. It doesn't come up enough to bother me so I leave it on.
by DGM
Wed Mar 07, 2018 12:49 pm
Forum: Discussion
Topic: [Suggestion] Asymmetric two player mode
Replies: 3
Views: 2531

[Suggestion] Asymmetric two player mode

How about a two-player, single-mission mode where one player controls the mechs and the other the vek? The basic rules and turn structure would stay the same, with the vek player trying to set up attacks the mech player can't fully counter. Could work well as either a live game or PBEM.
by DGM
Tue Mar 06, 2018 8:34 am
Forum: Technical Support and Bugs
Topic: Assorted requests
Replies: 1
Views: 2054

Re: Assorted requests

I retract number 6. Sorry, I don't know why I thought just passing over acid gave you the status condition.
by DGM
Mon Mar 05, 2018 12:46 am
Forum: Technical Support and Bugs
Topic: Assorted requests
Replies: 1
Views: 2054

Assorted requests

1) If you haven't taken an action yet this turn then reseting should bring you back to the start of the PREVIOUS turn (if it's not the first). Sometimes mistakes don't become apparent until the Vek start attacking but by then it's too late. 2) The perfect island reward and the reputation shop should...
by DGM
Thu Jan 31, 2013 8:42 pm
Forum: Mod Development
Topic: How can stores be modded?
Replies: 8
Views: 3088

Re: How can stores be modded?

The idea is just to make the game a little more skill-based, and this sounds like more information and control than I want to give myself. I don't want to see everything, start with extra gear or guarantee specific equipment. I just want to see stores and ensure that at least some kind of firepower ...
by DGM
Thu Jan 31, 2013 4:25 am
Forum: Mod Development
Topic: How can stores be modded?
Replies: 8
Views: 3088

Re: How can stores be modded?

I'm not familiar with the editor. Does using it for this mean that I'd have to save, edit and reload the game every time I started a new sector to see the stores? Or can I alter the way the game works on a permanent basis?
by DGM
Mon Jan 28, 2013 11:33 am
Forum: Mod Development
Topic: How can stores be modded?
Replies: 8
Views: 3088

Re: How can stores be modded?

So it sounds like none of my ideas will work. Oh well. I'm disappointed, but not really surprised; it had occurred to me that someone would probably have modded these things by now if they were easy to do.

Thanks for the info anyway, guys.
by DGM
Sun Jan 27, 2013 2:34 am
Forum: Mod Development
Topic: How can stores be modded?
Replies: 8
Views: 3088

How can stores be modded?

I like FTL, but I hate how dependant on luck you are. I'm thinking that a few simple tweaks to the way stores work could help make the game much more skill-based. Is it possible to: 1) Make all stores visible on the map as soon as you start the sector? 2) Create stores of specific types (like weapon...