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Re: [MOD] A Strange New Galaxy 02.06.13 [WIP]

Posted: Sun Jun 02, 2013 10:37 am
by Metzelmax
added the new uz'ran ship & weaponry and my new events can now appear in any sector (just stuff that makes sense ofc)

Re: [MOD] A Strange New Galaxy 02.06.13 [WIP]

Posted: Mon Jun 03, 2013 10:56 pm
by cubik2k
I like your mod, thanks for update, and I wait for next :)

Re: [MOD] A Strange New Galaxy 02.06.13 [WIP]

Posted: Fri Jun 07, 2013 8:08 pm
by Metzelmax
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.

Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]

Posted: Sat Jun 08, 2013 3:50 pm
by Metzelmax
Image

Oh, yeah. First victory with my new mod. Not that it is that hard, I just hadnt the time to do a full game for a while^^

Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]

Posted: Sun Jun 09, 2013 10:09 am
by Metzelmax
Image

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.

Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]

Posted: Tue Jun 11, 2013 8:08 am
by Metzelmax
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.

Re: [MOD] A Strange New Galaxy 07.06.13 [WIP]

Posted: Tue Jun 11, 2013 12:13 pm
by speedoflight
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.

Re: [MOD] A Strange New Galaxy 14.06.13 [WIP]

Posted: Fri Jun 14, 2013 3:40 pm
by Metzelmax
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)

Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]

Posted: Sat Jun 15, 2013 9:55 am
by Metzelmax
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.

Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]

Posted: Sat Jun 15, 2013 10:30 am
by speedoflight
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. :mrgreen: