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germheh Can you be more specific with what difficulty you are playing on? Just from my experience so far i have excess fuel on all difficulties and have beat the game on "Real Tough Guy" with out much in the way of problems as they pertain to fuel. However that said if it is just fuel you are having a problem with just fuel then i will increase the amount is rewarded as I don't care as much about fuel rewards as warp efficiency is not a factor in tournament play.

However when it comes to the cash rewards, the higher difficulties are very grindy and i see it being a struggle to advance in very hard and impossible. What I have done to win in the higher difficulties is grind on low level worlds for a bit until i can comfortably beat ships in the higher difficulty worlds. The rail gun ships are supposed to limit the effectiveness of that strategy but it still works if a bit boring.

All that said i will see about making some changes to the difficulties, and appreciate your feedback! Your back and forth with you designing your ships is what i was hoping to achieve with this mod, that i feel the base game is lacking!

    Well, I will clarify with what I have problems. At the very beginning of the game, I can not kill most ships "forehead", so I have to dodge tactics. But it is not always possible to destroy all the ships purely physically at the first level of difficulty in the beginning, because they regenerate the shield more quickly than you do damage. Because of this, you have to leave with not completely cleaned sectors. So far, everything rests on money. Further, when you learned to destroy all ships on the first level and the periodically appearing ships of the second, you go to the second level because of a lack of fuel. The only way out is to leave the ship the same, and again farm the small levels so that when you move to the second level, you are immediately "strong." And so every time, you sooner or later face the problem of fuel, and your exits - to ease the ship a little, and go to clear light levels, farm money, or go on to kill every second ship, but you got enough fuel. If you increase fuel from each enemy at least 15-20 percent, then when you move to the next levels, you will be more prepared, and it will be easier for you to kill ships. It practically does not affect the level of skill, as the reward and repair will not change, but will reduce the need for a special grind at low levels, which gets very boring, and because of this the game becomes boring. Therefore, I believe that you need to increase the amount of fuel at maximum complexity.

     I would also like to say about the "Skat", I do not know how to reduce the number of reactors near the shields, since I already think 6 reactors for 14 shields with a small number. As for the reactors in the beginning, I can drop you the original version of the ship, worth exactly 1,000,000, but with weakened engines. And besides I would like to ask what you did not like these ships, what is wrong with them?
    https://i.imgur.com/HJkwKgx.png
    https://i.imgur.com/9JnYaur.png
    https://i.imgur.com/NMTZnq6.png

      I forgot to mention one defect of AI, it can not use booster. He immediately turns them on and off, thereby they are discharged. I have one so?

        Original version:

        image https://i.imgur.com/17pXoOd.png

          Also i have 1 question, why you dont place cannons here:

          image https://i.imgur.com/RiKPFfU.png

          @germheh Your missile ship was fine but since it lacked fire extinguishers it burns down very easily, the other two ships were above 5,000,000 which is the current max ship cost in the mod so i did not bother to test them. If people want to fight very slow laggy battles with ships above 5,000,000 i will consider upping the max ship cost.

          The reason i do not place all of my cannons in configurations like those is that cannons do not like armor tunnels to shoot through, but the ship called "Armor Fiend" has a similar set up to the top configuration but in delta design, delta and V designs oddly enough make cannons much more accurate, which allows it to focus most of their cannons on one target.

          I also modified your two ships to a level where they pass testing this is the modifications i have done to them:

          image https://i.imgur.com/RvbzHnE.png

          image https://i.imgur.com/3EOdnF0.png

            Northerner changed the title to Galaxy in Flames v0.4.5 (Alpha).

              0.4.5 Update:

              • Updated more designs since some were missing doors
              • Added 2 ships by germheh
              • Added 2 new tabs with their own weapons
              • Added Electro missile launcher, and cobalt weapons.
              • Added 4 new badges
              • Added several new ships equipped with the new weapons
              • Increased fuel rewards in Very Hard and Impossible difficulties
                *Sprites on the new weapons are not final

              Compatible with the newest version?

                PureCringe Yes it is!

                  Northerner Nice update, I can't wait to try it out and I'm glad you're committed to this mod. I've always wanted a mod like this so thank you. Also I looked through all of the ships and I didn't see any of the ships with some of the newer weapons? I looked through all of the ships to make sure. I'm not sure if I missed anything , But I was just wondering.

                  Jabenyezaa I'm glad you are enjoying the mod! And I will continue to to update it as I am able to! As far as enemy ships with the new weapons they are in their own sub folder and in the bounty mode! If you click the arrow by the galaxy in flames ships folder you will see sub folders for both the ships with the modded weapons titled "Cobalt" and the player submitted with sub folders with approved player ships!

                  Northerner Oh ok thanks, I haven't played the game in a while so I forgot about the sub folders and such. Thanks for telling me.

                  Northerner Tested bloodcult, Galaxy in Flames immediately overrides Blood cult without crash.

                    RedAndCosmoteer I think that is bc cosmoteer reads the mods in alphabetically order, and bc galaxy of flames is added to cosmoteer later than bloodcult it overrides everything that is already there, including bloodcult.

                      Northerner
                      I noticed something with the visuals of the cobalt small cannons. There is like a faint blue box around them, I'm not sure if this is also the same case for the larger variants. Here are pictures to show it. If you look around the cannons you will see it.

                      image https://i.imgur.com/cYkeFVB.png

                      image https://i.imgur.com/k0ygUyP.jpg

                      Jabenyezaa thanks for pointing that out, I actually hadn't noticed that was visible, I'll fix it when I have access to my computer!

                        Hello! Unfortunately, I do not yet have access to a computer, but I think I'll evaluate the new version in a couple of days. Also would like to ask a question, you should send ships only created without mods, or your mod can also be used? Should I tell you ideas for fashion? And if I or someone else can improve your ships, should you send them?

                          germheh The thing is that submitting your ships to be added to the mod means your ships will now be on the opposing team, taking less damage is not a concern. As your ships are going to be facing a real player with a much more expensive ship, your goal is to be able to do as much damage to them as you can before you die. Having that many reactors will make your ships incredibly easy to destroy for a real human, but maybe not for the AI.