Faster than light save file mac

When you do find him, attack him or you can hail him if you have mantis, doesn't make a ny difference at all and teleport your crew over and kill their crew, be warned because it might take a few teleport trips back and forth to heal. Once you killed the crew, pick the teleporter option to send crew to search for survivors and when you find kazaaakplethkilik dying in the corner, choose the option to bring him to your medbay to save him and you have unlocked the cruiser!

Adding to what Kazaaak said; most likely the enemy ship will have a teleporter as well.

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It might be helpful if you let them teleport into your ship and kill them there. Less enemies to worry about if you can kill them before their teleport warps them back. If you can get a slug ship, it should be easy, just get level 2 medbay and level 2 sensors. Assuming you don't have one, this will still work, only you'll need to take care not to destroy the ship. Do we really need a teleporter? Nevermind, already tested this. I spammed ion to their O2 supply, plus one lucky hull laser which blew a fire on their weapons room.

They managed to put out the fire but after a while they all died of asphyxiation, fun times. Didn't even know there was an achievement for that. I almost got the mantis ship just now! What will you do if a heavy missile barrage shuts down your shields? Reroute all power to the engines in an attempt to escape, power up additional weapons to blow your enemy out of the sky, or take the fight to them with a boarding party? This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat.

Key Features: No two play-throughs will be quite the same. The constant threat of defeat adds importance and tension to every action. Website - www. Your starship is outgunned and on the run from a fleet of rebel forces; can you make it home alive? A space-combat experience of remarkable depth, FTL's elegant, interlocking gameplay systems generate moments of remarkable tension and reward. This is an excellent spaceship sim but too much relies on luck not skill.

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While randomness is part of its charm, all it takes is a a couple of bad events to seriously hinder your game, even if you're doing well. Make a bad roll on an encounter and a crew member could die or your hull takes several hits of damage. Couple unlucky missile hits and your oxygen is now seriously running low or a couple rooms are on fire. Having skill can help you somewhat in anticipating these events and prepare accordingly but there's only so much you can do with the resources available.

If you spent too much on buying weapons or drones you will be too weak. Do not forget to pause when overwhelmed. IQAndreas 3, 1 24 On OS X you can back up the 'continue.

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Scottie Scottie 4 I disagree. I can still have the joy of the nerve-wracking "Will I make it", but be able to restart from a key point, rather than back to the first baby steps. Also, it allows you to experiment a little with things. I dared leap my units onto an auto-scout. Suffocation is a horrible way to go.

We can agree to disagree on the saving thing, that's the beauty of it being a game. Also, leaping units onto an auto-scout can be potentially viable if your transporter is upgraded enough so that the cooldown is shorter than your unit's lifespan in an oxygen-free environment. Sending a couple of Crystals or Rockmen over to take out the weapon system can be a life-saver. Tried to do it with a type 1 teleporter and a human. That was the mistake.

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For Windows Users: Hybris95 Hybris95 3 This is the best and most complete answer in this whole post, excellent! It's funny how it starts in English and ends up in French: Ikiosta Ikiosta 61 1.

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Andytizer Andytizer 61 1. This adds no new information.

Not true.