[MOD] A Strange New Galaxy 04.01.15 (AE)

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by stylesrj »

And it seems the Mantis Katatonik has gone ahead and made one of this mod. There's quite little to complain about although at one point he did lose a crew member to something during combat without warning.

https://youtu.be/czJsqSfgeJA
User avatar
Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by Metzelmax »

Yeah, It kind of sucks that so many hard coded shit is in the way all the time. It makes no sense that disabled systems on flagship cause crashes and on normal ships they dont... I actually never noticed that since I never tired to destroy disabled systems :?
Here is the Stuff I made:
ImageImageImageImage
And stuff is always better than no stuff, right?
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by stylesrj »

Metzelmax wrote:Yeah, It kind of sucks that so many hard coded shit is in the way all the time. It makes no sense that disabled systems on flagship cause crashes and on normal ships they dont... I actually never noticed that since I never tired to destroy disabled systems :?
Actually it applies to any enemy ship with the new systems. Captain's Edition had to change the Advanced Plating from fully disabling Mind Control/Hacking to only partially disrupting them because if they get destroyed by a stray shot or something, the game crashes.
kulfyr3
Posts: 2
Joined: Tue Oct 13, 2015 1:57 pm

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by kulfyr3 »

Is it possible to download this without changing the ships you start out with, i like the designs, it's just that i like the others better :P
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by stylesrj »

You could download the Captain's Edition Vanilla loadouts. That'll put the classic ships back in ;)
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by meklozz »

Link seems down, do you still have it anywhere? Someone asked here https://www.reddit.com/r/ftlgame/commen ... range_new/
User avatar
mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by mr_easy_money »

meklozz wrote:Link seems down, do you still have it anywhere? Someone asked here https://www.reddit.com/r/ftlgame/commen ... range_new/
for the time being, I took it upon myself to upload the mod file to Mediafire, available here: http://www.mediafire.com/file/eendayxt2 ... Galaxy.ftl

file should work fine. if it doesn't lemme know ;)
MonarchV
Posts: 1
Joined: Sun May 14, 2017 10:57 pm

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by MonarchV »

Download link isnt working. :?
User avatar
elijahdb
Posts: 303
Joined: Wed Dec 30, 2015 2:31 pm

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by elijahdb »

Here's one.
mr_easy_money wrote:for the time being, I took it upon myself to upload the mod file to Mediafire, available here: http://www.mediafire.com/file/eendayxt2 ... Galaxy.ftl
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
User avatar
SallySpartan
Posts: 18
Joined: Fri Jun 26, 2020 10:14 pm

Re: [MOD] A Strange New Galaxy 04.01.15 (AE)

Post by SallySpartan »

I hope you get to see this, but Hyperspace has released which is a mod that adds a load of features you can now use, including custom species. So if you do come back you would be able to actually make the new species you mentioned in the original mod posts.

*If you'd like help with that, I'd be more than happy to after My two current big projects are done.
**If you don't want to update the mod, but are okay with me updating it and expanding the ship roster with similar aesthetics, that would be awesome too.

I just don't want a content mod that has potential to fade away, especially now that it can be compatible with MV and EH to really keep expanding the game
Post Reply