[SHIP] The Moke & Firestarter (3.0, for AE)

Distribute and discuss mods that are functional. Moderator - Grognak
Kaerius
Posts: 87
Joined: Wed Sep 19, 2012 3:02 pm

Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby Kaerius » Fri May 09, 2014 11:14 pm

TaxiService wrote:Whaa-- really? Of course, like, i'll cook up a version with different artillery mechanics. I could do some flak thing too probably.


Also, if anyone has some idea about what the C layout might be like i'll gladly take them in consideration. I have the graphics and everything, i just don't really know what strategy the ship should have. I was thinking about a drone-based ship or something, but i couldn't create an offensive anti-drone drone..! : \

This was the ship recolour. It's just... that it's so bland, man! : \
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If you're doing the drone thing, it probably needs drone recovery arm and defense scrambler(disables opposing defense drones). CE has a specialist decoy drone, not exactly sure what that does, but it could do something similar, talk to Sleeper Service.

I'd love to see a 2 weapon 4 drone ship. :)

If you want a unique artillery... I like the bio-beam idea, or something like hitting with 3 bombs with heavy system+crew damage(like 4 system, 60 to crew).
sovietbear
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Joined: Sat May 10, 2014 3:01 pm

Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby sovietbear » Sat May 10, 2014 9:24 pm

For a Type C layout, you should add a lot of AE features, like the vanilla Type C's, add Hacking or Mind Control (why not both?), and replace the Medbay with a Clonebay. Add a Lanius crew or two. Add a Chain Laser instead of a regular Burst Laser. Done. 8-)
Not a big fan of using drones though. :? I don't like how you can't aim them and there is basically no skill involved in using them. I'd just stick to AE stuff for the Type C.
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Pudgesicle
Posts: 13
Joined: Fri Nov 29, 2013 6:30 pm

Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby Pudgesicle » Sat Aug 09, 2014 6:26 am

Type C moke ship: the Pagliacci

"The ship of a former space clown turned space pirate, who is enacting his vengeance against a universe who laughed at him."

I'm thinking along the lines for of a 'forceful removal of enemy crew' kinda style for this ship.

One crew only (zoltan or human maybe)

Weapons:
Ion Blast
Fire Beam
Hull Laser
Anti Bio Beam

Weapon power: 3, can run ion blast and one other weapon.

After that I have no idea.

Also I got a problem with the fire starter ship. Whenever I try to select the ship in the hanger my game crashes, even when I'm not using any other mods or advanced edition.

Thanks

Great models by the way.
Got 99 problems but a breach ain't one.
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TaxiService
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby TaxiService » Sun Aug 10, 2014 12:36 pm

>Also I got a problem with the fire starter ship. Whenever I try to select the ship in the hanger my game crashes, even when I'm not using any other mods or advanced edition.

What did you do exactly? I just tried installing the 3.0 version on a clean FTL that i just downloaded from steam, and it seemed to work fine! It's meant to be used with Slispstream Mod Manager. If you want i can write you a quick step by step guide. : )
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Pudgesicle
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Joined: Fri Nov 29, 2013 6:30 pm

Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby Pudgesicle » Mon Aug 11, 2014 4:26 am

Whoops. Dowloaded the 1.6 off the page, instead of the 3.0. Silly me.

Thanks :D


Oh, more more thing I noted with the firestarter is that with two weapon slots there is no autofire button. Even when I pressed 'v', the guns wouldn't fire automatically.
Got 99 problems but a breach ain't one.
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kartoFlane
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby kartoFlane » Mon Aug 11, 2014 11:55 am

@Pudgesicle
You can hold down Ctrl while aiming the weapon to individually set it on autofire ;)
Superluminal2 - a ship editor for FTL
Pudgesicle
Posts: 13
Joined: Fri Nov 29, 2013 6:30 pm

Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby Pudgesicle » Mon Aug 11, 2014 5:50 pm

Daggum. Over 400 hours and I'm still learning. Thanks man.
Got 99 problems but a breach ain't one.
Colby18awesome
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Joined: Wed Aug 13, 2014 1:12 am

just maybe. please? :3

Postby Colby18awesome » Wed Aug 13, 2014 1:19 am

i want someone to make a ship that replaces the osprey (fed. cruiser type A) for a long time because i cant complete the game with it even on easy. i suck at this game. i just wanna be able to play some of the other mods here (i use AE) if you could make me one i shall be ever in your debt.




Thanks, -Colby18awesome
MaeniAck
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Joined: Sun May 11, 2014 11:12 am

Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby MaeniAck » Sun Aug 17, 2014 1:25 pm

Wow, fantastic sprite art, I love the flame paint job on the Firestarter, though in theme very different from the FTL stuff, the approach is so fitting.
How did you do it pixel by pixel or did you have some image software trickery to make it quicker?
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Chrono Vortex
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Re: [SHIP] The Moke & Firestarter (3.0, for AE)

Postby Chrono Vortex » Mon Mar 20, 2017 3:51 am

TaxiService wrote:Download The Moke 3.0

The link doesn't seem to work anymore.
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