Search found 7 matches

by flamingo
Fri Sep 02, 2016 7:49 pm
Forum: Working Mods
Topic: [Ships] [AE] A fourth fleet
Replies: 7
Views: 14756

Re: [Ships] [AE] A fourth fleet

It does work with CE, but I can't say I recommend using it. The ships have been made with the original game in mind, and there are some differences in CE which may imbalance them. For example, as I mentioned before, one of these ships kills AI enemies by sending a boarding drone which repeatedly bre...
by flamingo
Mon Aug 29, 2016 5:14 pm
Forum: Working Mods
Topic: [Ships] [AE] A fourth fleet
Replies: 7
Views: 14756

Re: [Ships] [AE] A fourth fleet

Wow, thanks for sharing this! I'm glad you enjoyed the ride, so to speak. Haven't tried Captain's Edition with those ships myself, but I suspect a few things could go wrong. For instance, The King in Yellow (slug ship) can't destroy AI ships with isolated rooms, as it needs to keep destroying system...
by flamingo
Sun Aug 28, 2016 5:40 pm
Forum: Working Mods
Topic: [Ships] [AE] A fourth fleet
Replies: 7
Views: 14756

Re: [Ships] [AE] A fourth fleet

Yes, the Silence is pretty close to the Stealth C. I just wanted to make a ship protected only by a Defense II drone and eventually that's how the pieces fit together. You can see it as a more balanced version of the same idea, as the Stealth C is considerably underpowered.
by flamingo
Sat Aug 27, 2016 12:02 pm
Forum: Working Mods
Topic: [Ships] [AE] A fourth fleet
Replies: 7
Views: 14756

[Ships] [AE] A fourth fleet

Some time ago I made this, but I had not posted it yet. It is a set of ten ships for FTL AE, one new layout for each of the original cruisers. After finding about the Superluminal 2 ship editor, my initial reaction was to tinker with the equipment of the ships. Having access to certain weapons and a...
by flamingo
Mon Dec 15, 2014 10:47 pm
Forum: Working Mods
Topic: [Ship][AE] The Manticore
Replies: 5
Views: 11312

Re: [Ship][AE] The Manticore

sign1000, regarding the broken O2, I hadn't really thought about it. I can see how it could lead to situations where you don't want to come back to your ship because you don't have the time to repair the O2 and come back to the teleporter. Obviously, the O2 should be repaired while there's still oxy...
by flamingo
Mon Dec 15, 2014 9:09 pm
Forum: Working Mods
Topic: [Ship][AE] The Manticore
Replies: 5
Views: 11312

Re: [Ship][AE] The Manticore

That's a fair point, I didn't adjust the weapon system value in stores. The lack of weapons was mostly an aesthetic choice, a way of saying 'See, I'm defeating your ship and I don't even have weapons!'. The cost in stores is only 20 scrap, a real bargain for its actual value, but still worth somethi...
by flamingo
Fri Dec 12, 2014 7:27 pm
Forum: Working Mods
Topic: [Ship][AE] The Manticore
Replies: 5
Views: 11312

[Ship][AE] The Manticore

I am working on a new, 'D' variation of all the original ships. My idea is in most cases to preserve the spirit of the original versions (even if only loosely) and, in some cases, to have access to certain weapons/equipment, allowing for specific playstiles from the start of a game. I'm trying to ke...