[MOD] A Strange New Galaxy 04.01.15 (AE)

Distribute and discuss mods that are functional. Moderator - Grognak
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Metzelmax
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Re: [MOD] A Strange New Galaxy 01.01.14 [WIP]

Postby Metzelmax » Fri Jan 03, 2014 4:10 pm

I always aim for weapons. Suffocating them takes to long in my opinion.
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UltraMantis
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Re: [MOD] A Strange New Galaxy 01.01.14 [WIP]

Postby UltraMantis » Fri Jan 10, 2014 5:23 pm

I played a little bit of the mod and died a few horrible horrible deaths. I will give it another go tonite. Here's a short clip from a VERY hard ship: http://www.twitch.tv/frumple1/c/3516105
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Re: [MOD] A Strange New Galaxy 01.01.14 [WIP]

Postby Metzelmax » Fri Jan 10, 2014 8:41 pm

I dont want to be that guy, but activating the drone might have helped^^.

I might consider adding 1 more power to that ship, so you dont have to depower the oxygen anymore to use the drone early on.
Admittedly the Uz'ran ships are the hardest of them all. For starters I recommend the Federation or Anterian ships.
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UltraMantis
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Re: [MOD] A Strange New Galaxy 01.01.14 [WIP]

Postby UltraMantis » Sat Jan 11, 2014 2:08 am

It's no knock on the ship. I was just terrible, and i had played for a long time already so i wasn't paying much attention. It was my own fault for underestimating the drone, it really good when i'm up against it. :)

I played more and i won in the Treel Infiltrator. Again getting stupidly lucky drops :roll: Shock Laser early on...
Mod stability was great and i got a nice bunch of custom events and a few unique sectors. It all works really well. The ship itself is a very strange creature. :D Zoltan Supershield + Cloak = OP but your Weapons and Shields are permanently exposed = good balance and fun.

Part #1 - http://www.twitch.tv/frumple1/c/3529292
Part #2 - http://www.twitch.tv/frumple1/c/3529317
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Metzelmax
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Re: [MOD] A Strange New Galaxy 18.01.14 [WIP]

Postby Metzelmax » Sat Jan 18, 2014 5:07 pm

ver0.8c:
-> 2 new events
-> some fixes
-> Leviathan has +1 starting power
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Re: [MOD] A Strange New Galaxy 25.01.14 [WIP]

Postby Metzelmax » Sat Jan 25, 2014 2:40 pm

ver0.8d:
-> 1 new enemy ship
-> 1 new event
-> fixed floor image on Infiltrator.
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Re: [MOD] A Strange New Galaxy 25.01.14 [WIP]

Postby Metzelmax » Fri Feb 07, 2014 7:26 am

decided to give the Celiak Guardian cloak.
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Re: [MOD] A Strange New Galaxy 07.03.14 [WIP]

Postby Metzelmax » Fri Mar 07, 2014 12:03 pm

ver0.8e

-> Neutron Missiles no longer kill instantly, changed to 5 dmg.
-> Added 1 new Enemy ship
-> added 1 new weapon
-> added 5 new events.
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UltraMantis
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Re: [MOD] A Strange New Galaxy 07.03.14 [WIP]

Postby UltraMantis » Sat Mar 08, 2014 9:37 am

IMO Neutron missiles were weak already. Yes i did fear them and tried to get crew out of rooms i thought were targetted but they never felt like much of a threat. The aiming is random and there's no hull damage to worry about.

As far as using them against the enemy, i don't think i've tried that. The usual kill or board strats were much more dependable in the long run, and relying on missiles is sometimes tricky.

Don't forget the upcoming Cloning Bay will completely eliminate the risk of crew dying (unless it gets destroyed and you cant repair it quickly), which further nerfs Neutron weaps.
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Re: [MOD] A Strange New Galaxy 07.03.14 [WIP]

Postby Metzelmax » Sat Mar 08, 2014 10:07 am

I have seen that on your streams... and might should have pointed out at some point that the enemies had weakened neut. missiles down to 4 dmg since patch 0.2^^
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