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Re: [MOD] Galaxy is your oyster

Posted: Mon Sep 17, 2012 11:11 pm
by StealthCl0wn
FTLdat can be downloaded, just google it. Or browse the forums for the unpacking/repacking data.dat forum, should be second page.

Read that entire thread carefully.

Also, I put up a full changelist.

EDIT: http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2190&hilit=MOD Merry Christmas.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Mon Sep 17, 2012 11:28 pm
by Tysonclyde
Hey do u think you could add extra fuel to the ships for those who like to explore.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Mon Sep 17, 2012 11:38 pm
by BigD145
Rigging a missile to be exploded isn't a bomb? A missile is just a guided bomb that doesn't require gravity to work.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Tue Sep 18, 2012 12:36 am
by Amiths
You mod is cool but ... WTF man? Every AI with missel launch like 5 in a row. LOL I changed that to 2 missels.

Re: [MOD] Galaxy is your oyster

Posted: Tue Sep 18, 2012 12:40 am
by Wordsmith
StealthCl0wn wrote:What files/items specifically?


Yes. What files did you alter? Did you change the code for stores themselves, or just the rarity values of the items? I haven't been able to find the code that generates stores yet. I was wondering if you had.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Tue Sep 18, 2012 1:55 am
by BlackAlpha
Some of the missile launchers are very OP. You gave them almost zero cooldown. And why did you make it so missiles cost no ammo at all? That's very unbalanced.

You increased the max level of some skills, but you forgot to define the properties for the newly added levels. I'm not sure how the game will handle that. I guess that nothing will happen when you level up those skills past the original level cap.

You drastically increased the damage on the burst lasers. Did you forget they fire bursts? That makes them very powerful already. Giving them as much damage as you did makes all other weapons pointless.

By simply looking at the stats, I think more weapons could potentially be OP, like the Crystal weapons.

All weapons and crew cost virtually nothing. I assume that's simply for the "sandbox" experience?



Wordsmith wrote:
StealthCl0wn wrote:What files/items specifically?


Yes. What files did you alter? Did you change the code for stores themselves, or just the rarity values of the items? I haven't been able to find the code that generates stores yet. I was wondering if you had.


Rarity values.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Tue Sep 18, 2012 4:48 am
by LUCADENA
This mod has no fixes.
I tried it, bomb launchers are f***ing machine guns with infinite ammo.
This is so bad.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Tue Sep 18, 2012 4:58 am
by beef42
OP, I hate to say it but, these aren't fixes and adjustments, they're ultra easy mode.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Tue Sep 18, 2012 3:31 pm
by StealthCl0wn
Yeah, several things are getting nerfed next time round.

Re: [MOD] Cl0wn's fixes and adjustments

Posted: Tue Sep 18, 2012 11:22 pm
by Tysonclyde
I love this mod