[MOD] A Strange New Galaxy 04.01.15 (AE)

Distribute and discuss mods that are functional. Moderator - Grognak
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]

Postby Metzelmax » Tue Jun 18, 2013 7:37 am

Well no it is official, this mod has more downloads than all my others combined.
Image
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]

Postby speedoflight » Tue Jun 18, 2013 10:46 am

And not even a thank you, or a micro feedback. This is one of the reasons i will end modding for FTL sooner than i expected. This community is far from being grateful xD (in fact one of the worst modding communities ive ever seen, sadly). Lets hope they are enjoying the mod at least.. :lol:
My currently mods / wips ->
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Hyperdrive
Posts: 11
Joined: Sun Jun 16, 2013 1:06 pm

Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]

Postby Hyperdrive » Mon Jul 01, 2013 2:39 am

Hi ! I installed this mod and had a couple games, and I like the new art, especially the sound effects :)
I met a bug while playing with the Gamma Destroyer, in a fight against a Treel Infiltrator in sector 1. I don't know exactly how it happened, but I was shooting repeatedly at its Shield system, when suddenly the game closed. Maybe I got shot just before the crash, but I'm not sure.
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Metzelmax
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Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]

Postby Metzelmax » Mon Jul 01, 2013 3:47 am

Ok, can you remember which event it was?
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
Hyperdrive
Posts: 11
Joined: Sun Jun 16, 2013 1:06 pm

Re: [MOD] A Strange New Galaxy 15.06.13 [WIP]

Postby Hyperdrive » Mon Jul 01, 2013 7:20 am

Unfortunately no, sorry.
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Metzelmax
Posts: 364
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Re: [MOD] A Strange New Galaxy 07.07.13 [WIP]

Postby Metzelmax » Sun Jul 07, 2013 10:58 am

version0.3a:
added 2 new uz'ran player ships
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: [MOD] A Strange New Galaxy 07.07.13 [WIP]

Postby Metzelmax » Mon Jul 08, 2013 7:47 am

Just for fun, here is a save from my current game with the leviathan:

https://www.dropbox.com/s/m2sxrjnlvg703vq/continueLev.sav
Just rename the file to continue.sav and place where the hell you saved games are.

I got really lucky in this run and just have bought shields but have a lot left to spend, so if anyone wants to continue on from that, there you go!
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: [MOD] A Strange New Galaxy 12.07.13 [WIP]

Postby Metzelmax » Fri Jul 12, 2013 11:49 am

ver0.3b:
-> minor changes
-> 2 new enemy ships (treel + Uzran)
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: [MOD] A Strange New Galaxy 12.07.13 [WIP]

Postby Metzelmax » Sun Jul 14, 2013 9:25 am

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This ship... didnt got shields until sector 3 because all the shops didnt have one :(
But later on I got burstIII and Blackhole dropped and just before Last stand I bought a pre igniter instead of lvl4 shields. Its like the most op shit you can get - If the sodding bomb wouldnt miss half the time.
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: [MOD] A Strange New Galaxy 25.07.13 [WIP]

Postby Metzelmax » Thu Jul 25, 2013 3:13 pm

ver0.3c
-> slightly buffed the Treel Resistance Breaker by making the art-beam a hull beam + adding 5 starting missiles
-> added 5 or 6 events
-> nerfed black hole cd to 30 sec
Here is the Stuff I made:
ImageImageImageImage
And stuff is always better than no stuff, right?