[MOD] A Strange New Galaxy 04.01.15 (AE)
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 02.06.13 [WIP]
added the new uz'ran ship & weaponry and my new events can now appear in any sector (just stuff that makes sense ofc)
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- Posts: 2
- Joined: Sat May 25, 2013 1:08 pm
Re: [MOD] A Strange New Galaxy 02.06.13 [WIP]
I like your mod, thanks for update, and I wait for next
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 02.06.13 [WIP]
cubik2k wrote:I like your mod, thanks for update, and I wait for next
And you shall have it.
ver0.2c:
-> Added the Player ship Gaia.
-> nerfed Treel max weapon power, since Treel weapons are mainly burst lasers and they are kinda op.
-> fixed weapon mounts on the Treel infiltrator.
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]
This one... oh my. I was nearly full hp when I left the 2nd phase. But in the 3rd I got screwed over. After the Supershields were down I missed 3 burst salvos... 3! So I coulndt destroy the sodding missile launcher. Then a lucky shot destroyed my doors while i was venting fires. And also my cloak got destroyed with only my mantis able to reach it.
In total this last battle took over 5 min (no clue how long exactly) and the boss shields rebuilded themselves 4 times!!! And I discovered that the AI will start boarding again if you fight long enough - as you can see at the 2 little red dots- but in the end I won anyway. puh.
Last edited by Metzelmax on Sat Jun 15, 2013 9:57 am, edited 1 time in total.
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]
mhhm... I gotta change the balance some what. The enemy Treel are still fucking op especially with the retarded black hole which onehits crew and systems alike... wonder which moron didnt thought about that when putting it in. And also the enemy uz'ran ships are weak as fuck. Half the time they dont even have a defense drone and their weapons cant even penetrate lvl 2 shields. I need to give them something like a burst laser to compensate.
so I am gonna add that probably next patch.
so I am gonna add that probably next patch.
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- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]
This mod is looking good, keep it up!. Good work and is glad to see someone else is putting real effor in his work too, even if the community is far from being grateful.
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 14.06.13 [WIP]
always willing to serve.
ver 0.2d:
- fixed the nebula bug
- added 3 or 4 (cant remember) events
- balanced enemy treel ships a bit (nerved their blackhole into the ground)
- Added a Hard version to the enemy uzran ship (appears after sec 3, more hp, drones etc)
ver 0.2d:
- fixed the nebula bug
- added 3 or 4 (cant remember) events
- balanced enemy treel ships a bit (nerved their blackhole into the ground)
- Added a Hard version to the enemy uzran ship (appears after sec 3, more hp, drones etc)
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]
I had a copy/paste error in the events that made the game freeze when ever entering a Anterian sector. God, do I hate nebula events.
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- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]
Metzelmax wrote:I had a copy/paste error in the events that made the game freeze when ever entering a Anterian sector. God, do I hate nebula events.
lol. I just forget nebula events, i dont want em. I dont like em, i really dont need em.. i still cant get a nebula custom event to pop up.. so.