I still have no idea why it crashes for some people and not for me... That's the main problem for me, really. If it would crash on my pc I wouldnt have released it in the first place.
It works on mine... not all the others. No idea why.
[MOD] A Strange New Galaxy 04.01.15 (AE)
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]
ver0.6a:
-> 10 or so new events
-> added pirate versions of 3 ships
-> added the unclaimed sector
-> added multiple sector names per sector.
-> added remaining room interiors
-> added 1 new enemy only weapon
-> added mouse coursers for the Celiak guardian so the 5th and 6th weapon dont look buggy.
-> 10 or so new events
-> added pirate versions of 3 ships
-> added the unclaimed sector
-> added multiple sector names per sector.
-> added remaining room interiors
-> added 1 new enemy only weapon
-> added mouse coursers for the Celiak guardian so the 5th and 6th weapon dont look buggy.
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- Posts: 1
- Joined: Fri Sep 27, 2013 9:43 am
Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]
Well it seems i have an issue (i think) I installed the mod using SMM but the starting ship has no crew and i cannot check the others as they arent unlocked. Did i do something wrong?
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- Posts: 2141
- Joined: Thu Sep 20, 2012 3:17 pm
Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]
You did nothing wrong. The starting ship does not have crew.
It's not really recommended to try out mods until you have beaten the game a few times and unlocked a bunch of ships. Simply because mods often unbalance the game or play very differently. This mod is awesome but it replaces all ships so unless you have a lot of unlocked cruisers you wont be able to get everything out of it.
It's not really recommended to try out mods until you have beaten the game a few times and unlocked a bunch of ships. Simply because mods often unbalance the game or play very differently. This mod is awesome but it replaces all ships so unless you have a lot of unlocked cruisers you wont be able to get everything out of it.
Report spam using the handy Report Button Mod.
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- Posts: 6
- Joined: Fri Oct 04, 2013 11:06 pm
Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]
Tried out the mod earlier, and I really like it. The new ship design is interesting, and the new events are pretty cool too.
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- Posts: 2141
- Joined: Thu Sep 20, 2012 3:17 pm
Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]
OMG the new events. <3 them! Also, no crashes this time, thougth mainly because i kept dying an awful lot.
Tons of props for the Red Dwarf reference event! Tons <3 <3 <3
Clips from a recent livestream:
http://www.twitch.tv/frumple1/c/3153015 | FTL - A Strange New Galaxy 0.6a | Caligula
http://www.twitch.tv/frumple1/c/3153044 | FTL - A Strange New Galaxy 0.6a | Kraken & Celiak
Tons of props for the Red Dwarf reference event! Tons <3 <3 <3
Clips from a recent livestream:
http://www.twitch.tv/frumple1/c/3153015 | FTL - A Strange New Galaxy 0.6a | Caligula
http://www.twitch.tv/frumple1/c/3153044 | FTL - A Strange New Galaxy 0.6a | Kraken & Celiak
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- Posts: 532
- Joined: Sun Sep 23, 2012 8:06 am
Re: [MOD] A Strange New Galaxy 09.09.13 [WIP]
Okay, I just got an idea related to Zoltans while reading the Anterian OP. I'll be right back...
Edit: Drat. Apparently assigning negative power values to drones (and probably weapons as well) does exactly the same as setting the values to 0. I did however notice that the drones seemed to be locked into operation - I couldn't shut them down once they were activated.
I wonder if setting the requirements to 0 does the same thing...
Edit: Drat. Apparently assigning negative power values to drones (and probably weapons as well) does exactly the same as setting the values to 0. I did however notice that the drones seemed to be locked into operation - I couldn't shut them down once they were activated.
I wonder if setting the requirements to 0 does the same thing...
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [MOD] A Strange New Galaxy 01.11.13 [WIP]
Well, at least some appreciate it.
ver0.6b:
-5 new events
-2 new drones
-minor changes
ver0.6b:
-5 new events
-2 new drones
-minor changes
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- Posts: 2141
- Joined: Thu Sep 20, 2012 3:17 pm
Re: [MOD] A Strange New Galaxy 01.11.13 [WIP]
I don't know how old the "Would you like some milk with your financial reports?" event is, but it is mind-bendingly hillarious.
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- Posts: 12
- Joined: Fri Sep 14, 2012 7:53 pm
Re: [MOD] A Strange New Galaxy 01.11.13 [WIP]
I realize this must have been asked about a thousand times already but, is this mod (the vanilla ship version, to be exact) compatible with Captain's Edition?