Search found 2297 matches

by Sleeper Service
Tue Oct 10, 2017 10:04 pm
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 223
Views: 884538

Re: Master Mod List - Advanced Edition

September update for the master mod list is live, adding 17 new mods and mod packs currently marked as [New!]

Cheers!
by Sleeper Service
Sun Sep 17, 2017 3:26 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4570846

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

I looked through the files but as mentioned, I currently don't have the much time to spare working on CE (and there are some things I'd change about the writing, some later event texts refer to your human crewmen, even though there is no guarantee that you still have one.) But feel free to publish t...
by Sleeper Service
Thu Sep 14, 2017 9:50 am
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4570846

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Yeah, in that case your mashine can't handle the amount of assets that EL adds. The game wasn't really intended to load that much stuff in memory. If you already enabled more ram usage for FTL then there isn't much you can do, you'll have to play without EL or try on a better machine.
by Sleeper Service
Wed Sep 13, 2017 4:27 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4570846

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

You can try whether Resource Pack + Main CE works on its own and then troubleshoot from there, adding only CE Infinite afterwards. (In case you have the gog version make sure that you are running FTL Advanced Edition installed.) In case you trying to mod FTL on a very old machine that might also cau...
by Sleeper Service
Wed Sep 13, 2017 12:49 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6621
Views: 4570846

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

I currently can't find the time to do anything else with CE than maintenance updates and even with those I've been slacking off a little. I'm considering exploring modding for Into the Breach once that is out, but right now I spend most of my time working on Hyperspace Dogfights.
by Sleeper Service
Mon Sep 11, 2017 7:10 pm
Forum: Working Mods
Topic: My post requires approval from a Moderator
Replies: 4
Views: 2237

Re: My post requires approval from a Moderator

As far as I know, the forum will automatically authorize the post after a while. I did it manually for now.
by Sleeper Service
Thu Sep 07, 2017 10:21 am
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 223
Views: 884538

Re: Master Mod List - Advanced Edition

Good finds, all shuffled around.
by Sleeper Service
Mon Sep 04, 2017 7:52 pm
Forum: Working Mods
Topic: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]
Replies: 19
Views: 36250

Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]

Yeah but even with one pixel beam length it will still compleately ionize any system through any amount of shields. Meaning as soon as it is charged you can thoroughly disarm every enemy ship. That behevaiour also makes the difference in ion damage meaningless. If the mark I charges faster than mark...
by Sleeper Service
Mon Sep 04, 2017 12:16 pm
Forum: Working Mods
Topic: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]
Replies: 19
Views: 36250

Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]

Nice weapon pack, some gorgeous sprite work there. I haven't checked whether the ion beams really are beams, but just in case you don't know: Ion damage on beams does not really work. Beams deal their ion damage every frame, so they pretty much add full stacks of ion damage to anything they hit. You...