I have created my first ship after reading all of the tutorials here and playing with every ship creator and gimp art program. It took me all of 3 days to make this from not knowing anything to knowing how to use superluminal2, gimp, xml files and many other things. Credit goes to every single person that has created a mod and or a tutorial. I love FTL and this was a blast to make. The ship is 90% complete and playable. It lacks balance, gibs, adjustments, size adjustment and some playtest feedback. It replaces the kestral B player hard 2. If anyone has any advice and constructive criticism for my first mod let me know.
It will not let me attach .ftl ?
"the extension ftl is not allowed"
Ill place it on mediafire i guess.
https://www.mediafire.com/?o7jbzcqhszp5odi
Inaire's first mod Remnant
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Inaire's first mod Remnant
I didn't play it but pics often help to display and show your mod and kinda makes the download feel a tiny bit more reliable.
R4V3-0N, a dreamer.
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Re: Inaire's first mod Remnant
i will place images in mediafire because they are to large for the site.
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- Posts: 21
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- Posts: 21
- Joined: Mon Jan 26, 2015 5:25 am
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Inaire's first mod Remnant
Good looking ship, however I can see some problems that involve large rooms and large shields.
large shields clip off the screen and don't function there. Another thing to mention is that some glows and such are out of place and room images are not in the right place either.
lastly if the other picture shows this thing from how it starts. It looks quite a bit OP... maybe show a pic of how
However it's a good looking ship. I am not hating on it. I am just pointing some flaws out so you can improve.
large shields clip off the screen and don't function there. Another thing to mention is that some glows and such are out of place and room images are not in the right place either.
lastly if the other picture shows this thing from how it starts. It looks quite a bit OP... maybe show a pic of how
However it's a good looking ship. I am not hating on it. I am just pointing some flaws out so you can improve.

R4V3-0N, a dreamer.
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- Joined: Mon Jan 26, 2015 5:25 am
Re: Inaire's first mod Remnant
Yes sadly i've known about some of the issues. Especially the size. Some were intended. I wanted to try to make a large boss like ship. The shield still needs a blur and an outline around the edges. I am planning on shrinking the ship. the first make of the ship was a smaller cruiser class. The OP part was intended so that players could get a feel for it and play it without worrying about dieing. Sadly it needs the repair drone due to its size. The seems to be a problem with subliminal2 when it comes to glows and pinning it in place. it tends to move somewhat.
The things I wanted to know were where does it make the game crash, how does it handle in the boss fight and how does it stand up to repeated attacks. I increased the hull knowing it was an easy target I could still pilot it and survive. It needs some work and I am intending on releasing it in several different versions for diff. play styles.
The things I wanted to know were where does it make the game crash, how does it handle in the boss fight and how does it stand up to repeated attacks. I increased the hull knowing it was an easy target I could still pilot it and survive. It needs some work and I am intending on releasing it in several different versions for diff. play styles.
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Re: Inaire's first mod Remnant
el cap e tano i need de :p el feedback yo
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Inaire's first mod Remnant
Feedback, since you asked for it.
Gameplay:
Okay, so it has OP weapons and starting systems. That's very boring, but quite standard for everyone's first mod. Still quite boring though :/
80 hull means that no matter what, you still have plenty of hull to throw away (hell you could probably just turn off shields and march through the game without a care in the world), and that's even more 'meh'. No one will have any risk of dying when playing your mod, but...dying is part of the fun of FTL, so that's kinda lame. 30 hull is the standard.
I recall one of Raven's mods, the Zodiac, which had increased hull size and hull points, just like your ship. Even with severely nerfed systems (no shields, 1 engine bar), it was still able to win the flagship fight quite easily. Yours has a high advantage over the Zodiac. Is there even really any question as to whether you'd win? I don't have the time to test how it handles the boss fight, but I'm going to make an educated guess and say "extremely easily". It probably doesn't even need the repair drone.
Some of the room towards the right are a bit hard to see, since they get layered underneath the enemy window. They're still selectable, but it's a bit of a hindrance. Same goes for the excess number of drone+weapon slots (drones+weapons should add to 6, unless you're confident that breaking the UI bar is what you want to do).
Crashwise, the reactor has more than 32 power and thus will crash in an ion storm, or any similar event that locks down some power bars. I suspect that's it in terms of crashes.
Visuals/Tweaks:
Remember your capitalization.
The ship hull looks quite nice shape-wise, but I can see where several different styles mix together, leading to a cool but somewhat slapdash look. That's all right, considering most of us here aren't really artists. But you'll want to give credit to the other person you spliced your ships from. I'm guessing it's something to do with the "Morrigi", whatever that is, since that's what you've named your imagespace after. As a side note, putting spaces in namespace and imagespace probably isn't the best of ideas; use underscores instead (it's safer practice for parsing).
The shield and ship outline, as you've noticed, have blurriness. Likely because you stretched the shield image really big, and because parts of the other ship you spliced in were done without outlines. In addition, rotating elements in GIMP/Paint/whatever (as you've done with the Lanius wings) blurs the outline on those a bit.
No gibs, which is a common practice. I like gibs though. Ships with gibs are just better, more polished ships.
In conclusion: it works, somewhat. As you said here, it needs some polish.
Gameplay:
Okay, so it has OP weapons and starting systems. That's very boring, but quite standard for everyone's first mod. Still quite boring though :/
80 hull means that no matter what, you still have plenty of hull to throw away (hell you could probably just turn off shields and march through the game without a care in the world), and that's even more 'meh'. No one will have any risk of dying when playing your mod, but...dying is part of the fun of FTL, so that's kinda lame. 30 hull is the standard.
I recall one of Raven's mods, the Zodiac, which had increased hull size and hull points, just like your ship. Even with severely nerfed systems (no shields, 1 engine bar), it was still able to win the flagship fight quite easily. Yours has a high advantage over the Zodiac. Is there even really any question as to whether you'd win? I don't have the time to test how it handles the boss fight, but I'm going to make an educated guess and say "extremely easily". It probably doesn't even need the repair drone.
Some of the room towards the right are a bit hard to see, since they get layered underneath the enemy window. They're still selectable, but it's a bit of a hindrance. Same goes for the excess number of drone+weapon slots (drones+weapons should add to 6, unless you're confident that breaking the UI bar is what you want to do).
Crashwise, the reactor has more than 32 power and thus will crash in an ion storm, or any similar event that locks down some power bars. I suspect that's it in terms of crashes.
Visuals/Tweaks:
Lost Lunarian technology adapted by the Morrigi and then lost. Found by Lanius loyal to the Federation."Lost lunarian technology adapted by the morrigi and then lost. Found by lanius loyal to the federation. This ship is a formidable foe."
Remember your capitalization.
The ship hull looks quite nice shape-wise, but I can see where several different styles mix together, leading to a cool but somewhat slapdash look. That's all right, considering most of us here aren't really artists. But you'll want to give credit to the other person you spliced your ships from. I'm guessing it's something to do with the "Morrigi", whatever that is, since that's what you've named your imagespace after. As a side note, putting spaces in namespace and imagespace probably isn't the best of ideas; use underscores instead (it's safer practice for parsing).
The shield and ship outline, as you've noticed, have blurriness. Likely because you stretched the shield image really big, and because parts of the other ship you spliced in were done without outlines. In addition, rotating elements in GIMP/Paint/whatever (as you've done with the Lanius wings) blurs the outline on those a bit.
No gibs, which is a common practice. I like gibs though. Ships with gibs are just better, more polished ships.
In conclusion: it works, somewhat. As you said here, it needs some polish.
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Re: Inaire's first mod Remnant
Thank you I will endeavor to make my ships better! Also i like ftl extending mods that would require a more buffed ship to play effectively. Not this buffed but somewhat altered to fit a harsher universe.