
Still one of my favorites, because you never know what loadout you'll end up with. From here.
This is intentional, boarding drones are considered missiles in Vanilla as well.snowhusky5 wrote:My defense drones don't seem to want to shoot down the slow boarding drones sometimes...
Yeah I tried t fix that. Some mounts look correct in the editor, but are off ingame. Don't know what's causing this. I'll look into it again.snowhusky5 wrote:The fed medevac (and maybe other layouts of that ship design) have the right weapon slot a little off. When the wep is activated it's floating away from the ship, and deactivated it looks like it's activated, except without the fancy lights.
I would be worried as well. Maybe on day you will be in a situation (most crew dead, already clear that you can't beat the boss on this run etc.) where surrender would make sense. Then you could try I guess. Maybe they have mercy with you.snowhusky5 wrote:EDIT: btw, do you just lose the game when you surrender to a rebel space station? I kinda wanna try, but I'm worried...
Yes I'm pretty sure that was one of the first mods that introduced that concept. Both of zaratustras ships feature really innovative concepts there.aaaaaa50 wrote:That reminds me of this awesome ship:
So will trade goods be strictly made to be augmentations? Is it possible for it to be a weapon or drone that does nothing but selling it?Sleeper Service wrote:For the trade extension (TE_) I finished the trade goods blueprint and the price balancing so far. There will be 22 different kind of cargo.
1: usually space stations aren't that common, you probably just got unluckyNevill wrote:Hello there. Long time lurker here.
*snip*
Well, that is it for now. Will play further and see how it goes.
Auto stations and to some degree Federation stations that have been hacked have no O2 System, just like Auto ships. Boarding ships can deal with these just like they can deal with other auto ships: By fleeing, by getting weapons or by tedious and dangerous quick boarding manoeuvres.Nevill wrote:(Some of them did not even have O2 module. Were they fully automated? The station in question only had 2 systems: weapons and shields. How should a mantis, or a rock, or a slug cruiser even deal with these? Nibble on them with basic lasers for 1 hp at a time? At least normal stations can be boarded... I hope. Didn't try that yet.)
How many playthroughs did you do with the mod? Because I usually encounter 2 too 3 stations per sector. If indeed more station encounters than that are happening, their probability might be lowered. Right now one third of hostile encounters involve stations.Nevill wrote:This might all be random chance, but I've noticed that these types of encounters occur a little too often. In the first sector I have fought 4 stations, compared to only 2 ships.
That has been implemented to some extend by giving certain stations min and max sector values.Nevill wrote:Of course, starting ships might have no way of dealing with such an overwhelming power, which is why it might actually be a good idea to move these kinds of encounters to later sectors altogether.
I guess that’s really up to everyone’s personal taste. Some vanilla events include ship displayed for flavour just like that. Sometimes the station displayed actually can be engaged via certain options and outcomes.Nevill wrote:Vanilla game portrayed peaceful encounters only by text, and I can see why they chose to do so.
Exactly, that's how Vanilla FTL feels to me, that part of the fun and that's how I want the mod to feel.Nevill wrote:but man, did it hurt.