[MOD] [WIP] FTL: Project Coalition v0.5a

Distribute and discuss mods that are functional. Moderator - Grognak
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Arfy
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby Arfy » Wed Sep 05, 2018 1:29 am

KingdomKrafters wrote:Since when have we used your assets?


As of 0.4j, this mod currently uses the following:
  • Coronet's Hull
  • Passerine's Hull
  • Passerine's Omega Laser Artillery

Remove them or keep them in the mod, at this point I honestly do not care anymore.
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Stormbringer
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby Stormbringer » Fri Sep 07, 2018 3:37 am

Arfy wrote:
KingdomKrafters wrote:Since when have we used your assets?


As of 0.4j, this mod currently uses the following:
  • Coronet's Hull
  • Passerine's Hull
  • Passerine's Omega Laser Artillery

Remove them or keep them in the mod, at this point I honestly do not care anymore.



first off, yes, it's till in there. second, you SHOULD theoretically still be credited on the post. lemme check for you
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killin' slugs and beating Rebels since 2014, modding the game since 2016
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KingdomKrafters
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby KingdomKrafters » Tue Sep 25, 2018 5:24 pm

Eyyyoooo people were realizing a new version soon with new events, like 30 more weapons and 15 more drones, and a bunch of other stuff. Plus, we've completely redone the player ships. Like completely. And they all work now too. So thats a yay. Also we've fixed a lot of random bugs that crash the game. And we've added the ghost race. And completely overhauled the UI so the game looks SOOOOOO much better. And redid the bomb sprites so they look unique. And fixed even more bugs. And made everything just better. So yeah.

Uh... Idk I guess I'll upload some examples of new weapons and drones and stuff...
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Beam IIII... its like the Glaive but so much better. But still balanced. I guess.

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Chain beam. Why its not in vanilla FTL I dont know.

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Tear Gas Bomb. Stuns enemy crew and limits vision in the room. Very annoying when an enemy uses it against you.

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Charge laser mk III. Very OP. Enough said.

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Light Laser. Has flak type aiming, goes through 1 shield layer, and does additional bio damage. Neeto.

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Radiation missile. Does massive bio damage. Looks cool.

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Camoflauge drone. We have cloaked drones but works basically the same, except it moves a lot slower. Cause you... its covered in rock. Which is heavy.

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Shutdown drone. Does 5 ion damage to enemy systems but moves very slow. Works as if it were a bomb so it instantly hits the enemy room (actually very fast moving projectile)

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Heavy Defense. Shoots a very fast projectile that almost always hits enemies.

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Drone Mothership. Shoots smaller drones. Theres also a hacking version that does ion damage too.

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Scanner drone. Using the ways bombs work with drones (never explode but reveal enemy rooms permanently), the scanner drone reveals enemy rooms even when your sensors are down. Super useful when you have anti-bio weapons but no sensors or if you are in a nebula. Does no actual damage.

Yeah so we have some cool knew stuff. Other stuff I dont have a picture available of but we still have:
-Fleet patrol is now replaced with evacuations. You wont find anything in the evacuated areas, but if you use an extra fuel cell you can explore further.
-Talk with crew at empty beacons. Unlike with CE, you can actually CHOOSE what to ask your crew. You can also take their abilities to your advantage too, or give them a raise!
-Use special augments for unique powers at empty beacons. You can repair your ship with nano-repair kits, create small combat drones using the drone crafter, or convert fuel or droneparts into missiles!
-We have a lot more that we are working on, so don't forget to check out our latest version! Yay.
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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bamalf
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby bamalf » Wed Sep 26, 2018 6:09 am

KingdomKrafters wrote:Scanner drone. Using the ways bombs work with drones

But drones can not shoot bombs... :?:
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KingdomKrafters
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby KingdomKrafters » Wed Sep 26, 2018 4:55 pm

actually, they can
the bombs just never explode
but you know how bombs reveal the room they are in?
well the scanner drone fires the bombs, and they just permanently reveal the room
trust me it works, I've tested it many times
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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bamalf
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby bamalf » Wed Sep 26, 2018 7:02 pm

This is useful information, thanks :)
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Captain Andre
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby Captain Andre » Fri Nov 02, 2018 4:56 pm

How the hell do I install it XD I normally use the mod launcher, where should I put these files.
Captain Robert Andre, The Hunter Of The Lanius.
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FTL ProjCoal team
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Re: [MOD] [WIP] FTL: Project Coalition v0.4h

Postby FTL ProjCoal team » Thu Nov 08, 2018 7:19 am

Captain Andre wrote:How the hell do I install it XD I normally use the mod launcher, where should I put these files.



mod launcher? not really aware if that existing. use slipstream mod manager, it's better at the job that it's meant to do (install mods and let you play them)
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Re: [MOD] [WIP] FTL: Project Coalition v0.5a

Postby FTL ProjCoal team » Thu Nov 08, 2018 7:26 am

Bump! this mod is now fully compatible with the latest update of the game!
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FTL ProjCoal team
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Re: [MOD] [WIP] FTL: Project Coalition v0.5a

Postby FTL ProjCoal team » Fri Nov 09, 2018 12:30 pm

Code: Select all

CHANGELOG V0.5a-09112018:

-Rebel Cruiser added
-Compatibility to the new language update added
-starting background given more snazz
-Federation fleet ships officially replaced with the new ones
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