[MOD] A Strange New Galaxy 04.01.15 (AE)

Distribute and discuss mods that are functional. Moderator - Grognak
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [MOD] A Strange New Galaxy 28.08.13 [WIP]

Postby speedoflight » Mon Sep 02, 2013 9:55 am

Nice mod. I tried it last night and is really well made, good job. But i still have cashes when i enter in the anterian sector, sometimes. I was trying your mod in hope to find a solution to those crashes, since im trying to add my custom sectors to my mod and i cant get it. They always crash when i click in the map beacon. Same thing happened to your mod in one try of two i had the chance. I cant find the cause (and i hope to find it soon, or i will leave modding for ftl asap), but still it keeps crashing. Any ideas??
My currently mods / wips ->
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Metzelmax
Posts: 363
Joined: Wed Sep 26, 2012 7:59 am
Location: Uz'ran Home Dimension

Re: [MOD] A Strange New Galaxy 28.08.13 [WIP]

Postby Metzelmax » Mon Sep 02, 2013 1:17 pm

I still have no idea why it crashes for some people and not for me... That's the main problem for me, really. If it would crash on my pc I wouldnt have released it in the first place.
It works on mine... not all the others. No idea why.
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Metzelmax
Posts: 363
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Location: Uz'ran Home Dimension

Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]

Postby Metzelmax » Mon Sep 09, 2013 12:48 pm

ver0.6a:

-> 10 or so new events
-> added pirate versions of 3 ships
-> added the unclaimed sector
-> added multiple sector names per sector.
-> added remaining room interiors
-> added 1 new enemy only weapon
-> added mouse coursers for the Celiak guardian so the 5th and 6th weapon dont look buggy.
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
destruck51
Posts: 1
Joined: Fri Sep 27, 2013 9:43 am

Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]

Postby destruck51 » Fri Sep 27, 2013 9:45 am

Well it seems i have an issue (i think) I installed the mod using SMM but the starting ship has no crew and i cannot check the others as they arent unlocked. Did i do something wrong?
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]

Postby UltraMantis » Fri Sep 27, 2013 10:12 am

You did nothing wrong. The starting ship does not have crew. ;)

It's not really recommended to try out mods until you have beaten the game a few times and unlocked a bunch of ships. Simply because mods often unbalance the game or play very differently. This mod is awesome but it replaces all ships so unless you have a lot of unlocked cruisers you wont be able to get everything out of it.
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Darkpaladin109
Posts: 6
Joined: Fri Oct 04, 2013 11:06 pm

Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]

Postby Darkpaladin109 » Fri Oct 18, 2013 1:25 pm

Tried out the mod earlier, and I really like it. The new ship design is interesting, and the new events are pretty cool too.
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]

Postby UltraMantis » Mon Oct 28, 2013 1:25 pm

OMG the new events. <3 them! Also, no crashes this time, thougth mainly because i kept dying an awful lot. :mrgreen:
Tons of props for the Red Dwarf reference event! Tons <3 <3 <3

Clips from a recent livestream:
http://www.twitch.tv/frumple1/c/3153015 | FTL - A Strange New Galaxy 0.6a | Caligula
http://www.twitch.tv/frumple1/c/3153044 | FTL - A Strange New Galaxy 0.6a | Kraken & Celiak
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dalolorn
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Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]

Postby dalolorn » Mon Oct 28, 2013 6:05 pm

Okay, I just got an idea related to Zoltans while reading the Anterian OP. I'll be right back...

Edit: Drat. Apparently assigning negative power values to drones (and probably weapons as well) does exactly the same as setting the values to 0. I did however notice that the drones seemed to be locked into operation - I couldn't shut them down once they were activated.

I wonder if setting the requirements to 0 does the same thing...
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Metzelmax
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Location: Uz'ran Home Dimension

Re: [MOD] A Strange New Galaxy 01.11.13 [WIP]

Postby Metzelmax » Fri Nov 01, 2013 12:27 pm

Well, at least some appreciate it.

ver0.6b:

-5 new events
-2 new drones
-minor changes
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD] A Strange New Galaxy 01.11.13 [WIP]

Postby UltraMantis » Fri Nov 08, 2013 3:08 pm

I don't know how old the "Would you like some milk with your financial reports?" event is, but it is mind-bendingly hillarious. :lol:
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