boa13 wrote:It's quite simply illegal. Please remove the download to the files ASAP.
I'm sure other people in this sub-forum can help you convert your mod to the ftl mod format. Just ask.
I already have the mod in the ftl format, if you checked the first post.
But if you insist, I'll remove it. It'll make updating easier in the future, I guess. Sucks for anyone who doesn't use the modloader though (as I know from experience that it's a pain to use on macs)
I got Ruin every time I've had a run so far while having this mod on.
In the first sector.
I haven't found it all that useful, mainly because of charge time, they have to have no remaining shields, and it just doesn't seem powerful enough to be worth it anyway. If you added one or two shield piercing to the equation, and took it's damage to zero, it would be interesting. Really interesting. I kind of want to see how it would work. I don't know if this idea is really a good idea at all, but I know I don't find Ruin to be useful, and you have it as a "secret" weapon in your list of weapons on this forum. (Because It's a secret, I don't want to spoil what it is, so I tried to make this post as vague as possible.)
On test runs I've had with it, it wrecked enemy shields like crazy. Maybe I screwed it up in the rebalancing somewhere? Idk, I'll check later. It really shouldn't be THAT common though, you're just lucky
buzzyrecky wrote:On test runs I've had with it, it wrecked enemy shields like crazy. Maybe I screwed it up in the rebalancing somewhere? Idk, I'll check later. It really shouldn't be THAT common though, you're just lucky
I actually haven't used it, so I guess I just judged it by it's stats. Next time I get it, I'll try to actually use it.
buzzyrecky wrote:On test runs I've had with it, it wrecked enemy shields like crazy. Maybe I screwed it up in the rebalancing somewhere? Idk, I'll check later. It really shouldn't be THAT common though, you're just lucky
I actually haven't used it, so I guess I just judged it by it's stats. Next time I get it, I'll try to actually use it.
It's a really broken weapon, so you should definitely try it out. I made it's charge time WAY too long for a reason
Not really sure if it's related to your mod but I've noticed it while using yours.
With the Fed Cruiser some systems remain 'damaged' even though they've been repaired. Thus they are then unmannable (dispite the crew member animating as if it was). Not being able to man the shields, engine, weapons is tough.. not being able to man the cockpit is extreme :s
I'm testing if it's related to using the Panasea weapon on the room.
Shockr wrote:I can confirm that the Panacea weapon does prevent the console in that room being 'manned' and leaves the relevant systems status as 'damaged'.
I'll see if I can find why
Aww, that sucks. I've never realized that while testing, even though I did test the panacea's effects on rooms with damaged systems.
I don't know if I can fix it, seeing that the entire point of the panacea is hull-healing (which is what's probably causing it, seeing that no other weapon is supposed to be able to do that to begin with).
What I'd suggest is to just ignore its system-healing effects and use it on systemless rooms, then. Sorry about that