[SHIP] Make The Federation Great Again!

Distribute and discuss mods that are functional. Moderator - Grognak
FearTheBlaziken
Posts: 46
Joined: Mon Feb 23, 2015 6:25 am

Re: [SHIP] Make The Federation Great Again!

Postby FearTheBlaziken » Thu Apr 07, 2016 3:04 pm

Even though the new Artillery make the Trump Ship weaker, this is what it can do at its best.

Image
Image

Given what I've done while others were not active, I can now say that I've polished the Polish Kit. Release coming soon, but not from me.
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stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: [SHIP] Make The Federation Great Again!

Postby stylesrj » Thu Apr 07, 2016 7:41 pm

The artillery might be weaker but it's faster and makes for a better game than "Wait for Artillery to tear enemy apart" plus it makes more sense to kill everyone on the enemy ship than it is to destroy it. After all, you've got to pay off that loan and you need a lot of Scrap.
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SumoToad987
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Re: [SHIP] Make The Federation Great Again!

Postby SumoToad987 » Mon Aug 15, 2016 11:57 am

How did you edit Mantis Pheromones to reduce movement speed?
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stylesrj
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Re: [SHIP] Make The Federation Great Again!

Postby stylesrj » Mon Aug 15, 2016 7:10 pm

You take the blueprints of the Pheromones and set their "value" tag to negative numbers.
They can't be copied and made into a separate augment but they can be modified.
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SumoToad987
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Re: [SHIP] Make The Federation Great Again!

Postby SumoToad987 » Mon Aug 15, 2016 8:29 pm

Yeah must have just missed that section of the code thanks.
sul
Posts: 121
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Re: [SHIP] Make The Federation Great Again!

Postby sul » Wed Nov 09, 2016 1:43 pm

I still cant believe it but this is has just become the most relevant ship ever.
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stylesrj
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Re: [SHIP] Make The Federation Great Again!

Postby stylesrj » Wed Nov 09, 2016 8:55 pm

It also makes my Hillary ship even more ridiculous.

Then again, you might have all the Burst Lasers you need but you won't always win...