[MOD] FTL: Project Coalition (Rebooting. Stand by.)

Distribute and discuss mods that are functional. Moderator - Grognak
Wenex
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Joined: Thu Apr 25, 2019 8:58 am

Re: [MOD] FTL: Project Coalition v2 (out soon!)

Postby Wenex » Sun Apr 28, 2019 1:44 pm

KingdomKrafters wrote:Well assuming your game does crash while playing, the mod is compatible with CERTAIN mods.

mods that wont work:
-CE
-ARS+
-Decent into Darkness
-literally any other overhaul

mods that COULD have issues:
-mods that modify events
-mods that edit vanilla assets
-mods that alter crew customization

mods that should work:
-custom ships/ship packs (load after PC)
-weapon packs
-graphic mods like Shiny


Thanks for reply. So in theory CE Endless Loot for standard which modifies/randomizes vanila weapons and adds few of CE ones could work? I'm going to give it a try today and give my feedback.
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KingdomKrafters
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Re: [MOD] FTL: Project Coalition v2 (out soon!)

Postby KingdomKrafters » Sun Apr 28, 2019 5:20 pm

yes in theory it should work.... except it also modified ships and events as well so Im not too sure. You can always give it a try but you might experience some issues. Plus then you probably wont encounter any PC weapons because of the endless stream of CE ones.
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KingdomKrafters
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Re: [MOD] FTL: Project Coalition v2 (out soon!)

Postby KingdomKrafters » Mon May 27, 2019 9:11 pm

Hey! So uh, probably a lot of y'all are wondering what happened. I know, I know. V2 was promised to come out "soon" like 4 months ago. Unfortunately, we ran into some major bugs and development kinda stopped. However we're back at and trying to debug it (with some help from Bamalf) and hopefully we can actually get V2 released.

anyways just wanted people to know we're not dead. thats seems to be a reoccurring pattern with overhauls, doesn't it.
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r0nin
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Joined: Tue May 28, 2019 12:49 am

Re: [MOD] FTL: Project Coalition v2 (out soon!)

Postby r0nin » Tue May 28, 2019 12:50 am

Hooray! Thanks for all the hard work with this :)
Dropped
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Re: [MOD] FTL: Project Coalition v2 (out soon!)

Postby Dropped » Mon Jul 29, 2019 4:59 am

Found a bug where some ships with artillery stalls the artillery with the shield room. This causes two things,

1. Shields can not be operated
2. Artillery can not be repaired

See picture: https://i.imgur.com/7ucVnI5.png

EDIT: Want to add that the boss phase that's focused on boarding is overpowered. Vastly stronger than the prior phases, and compared to unmodded boss, is even overpowered. Even with a ship that has no oxygen in it and completely maxed doors, it's far too overwhelming and overpowered.
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Stormbringer
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Re: [MOD] FTL: Project Coalition (Rebooting. Stand by.)

Postby Stormbringer » Sat Aug 31, 2019 4:05 pm

Dear everyone on the subset forums,

Hello there.

Some of you may know me, others may not.

I might be The One Who Disappeared to some- or I might be someone who none of you know.

AT any rate, I'm hoping that people know the...

mess that Project Coalition was.

FTL: Wasted Potential.

I had to hiatus during mid-development (back in 2018) and when I came back to the mod, my other head dev- Kix- had changed things a lot. Too much, perhaps. So I left. I didn't want to be part of it anymore, because it was just too...
different.

I'd like to announce my rebooting of the mod using all the old assets (non-arfy assets which I have permission from Kix and the old gang to use.)

I'm aware that he's making a mod drawing off the old elements, but I'd still like to come back with the Old FTL: PC.

For a taste of what the old lore was like, may I turn your attention to this page and its contents:

https://ftl-project-coalition.fandom.co ... Federation

Godspeed.

- Stormbringer/Aussie Mantis.
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killin' slugs and beating Rebels since 2014, modding the game since 2016
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Stormbringer
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Re: [MOD] FTL: Project Coalition v2 (out soon!)

Postby Stormbringer » Sun Sep 01, 2019 1:37 am

Dropped wrote:Found a bug where some ships with artillery stalls the artillery with the shield room. This causes two things,

1. Shields can not be operated
2. Artillery can not be repaired

See picture: https://i.imgur.com/7ucVnI5.png

EDIT: Want to add that the boss phase that's focused on boarding is overpowered. Vastly stronger than the prior phases, and compared to unmodded boss, is even overpowered. Even with a ship that has no oxygen in it and completely maxed doors, it's far too overwhelming and overpowered.


gonna have to fix that.

r0nin wrote:Hooray! Thanks for all the hard work with this :)


I'm coming back, old boy.
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killin' slugs and beating Rebels since 2014, modding the game since 2016
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ahmedoo
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Re: [MOD] FTL: Project Coalition (Rebooting. Stand by.)

Postby ahmedoo » Tue Feb 25, 2020 6:57 pm

I left forum for some time. What is your progress on the mod?
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KingdomKrafters
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Re: [MOD] FTL: Project Coalition (Rebooting. Stand by.)

Postby KingdomKrafters » Thu Feb 27, 2020 3:32 am

unfortunately PC was rendered unplayable by two major game-breaking bugs. All development on the mod has ceased and will likely not be finished ever. I personally have moved on to a new modding project, FTL: Multiverse, which recycles some of PC's assets and lore but has already proven to be much more stable and balanced than PC
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