FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
Mr. Mister
Posts: 491
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Re: FTL Captain's Edition 1.095d

Postby Mr. Mister » Tue Feb 04, 2014 7:32 am

Scout Drones, eh? Why not give some to the 1st stage Flagship, just so the drone system doesn't sit around doing nothin'?

And while we're at it, you could try to standarise its engine power across all three stages, but disabling the necessary bars on the first and maybe second stage. Just for flavour reasons, again.
Kartoffelr
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Re: FTL Captain's Edition 1.095d

Postby Kartoffelr » Tue Feb 04, 2014 2:11 pm

The torrent has zero Seeds. Trying to seed with the mediafire DL but it won't work.
Delphi
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Re: FTL Captain's Edition 1.095d

Postby Delphi » Tue Feb 04, 2014 2:30 pm

Hello Sleeper, I just found something that I guess is an unwanted side effect.

Scenario: When Fighting a ship in a regular nebula, and accepting it´s surrender option. After choosing to attack them anyway your sensors come back online. I guess this is the "safety system reset" you talked about, to prevent sensors from being disabled permanently.

I didn´t test it in other nebula, but I guess it would also happen there, if the safety reset is used in the same way.
azeazezar
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Re: FTL Captain's Edition 1.095d

Postby azeazezar » Tue Feb 04, 2014 3:13 pm

Kartoffelr wrote:The torrent has zero Seeds. Trying to seed with the mediafire DL but it won't work.

I started seeding it. Have fun.

Edit: Upload complete
Last edited by azeazezar on Tue Feb 04, 2014 5:19 pm, edited 1 time in total.
Kartoffelr
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Re: FTL Captain's Edition 1.095d

Postby Kartoffelr » Tue Feb 04, 2014 4:16 pm

The file name was different :lol:

Code: Select all

FTL Captain's Edition 1.095d.ftl
FTL Captains Edition 1.095d.ftl

Reminds me on a certain quest with moons.
The Captain
Posts: 388
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Re: FTL Captain's Edition 1.095d

Postby The Captain » Tue Feb 04, 2014 9:46 pm

More spelling/grammar/usage stuff:

"You arrive to find a number of ships convening around a station. ...take possession of an enemy ship intact.
4. (Light Drone)* Offer to have your drone take care of it." - I believe this should be "Boarding Drone," as the Mantis B Light Drone is for defense.

A couple of boxes later: ' "Great, we'll relay their coordinates. Remember, do NOT destroy that ship. Remember*, we'll be right behind you." ' - I don't think this needs to be repeated. Just start the sentence with "We'll."

Light Laser Mk II description: "High energy anti-personnel* laser..." - antipersonnel.

Oni Missiles description: "High-tech* cloak-missiles** launcher..." - 1) High tech; 2) launcher of cloaked missiles.

Next cloning box: "The accelerated maturing cycle is completed.... Its pre-implanted* memory will ..." - I don't see why "pre-" is there, just use "implanted."

'The Mantis says it is reading about the Federation Mantis* war ... but criticizes its "lack of viciousness and thirst for essential body fluids".**' - 1) Federation-Mantis (hey, a place to actually use a hyphen); 2) period within quote.

'Arriving at the beacon you come under fire from the station that sends the distress call. An encoded burst message from deep withing the structure explains things,* "Danger present. ..." ' - replace comma with colon or period.

Result box: "All of the escape pods have been shot down* and no Engi remains active on the station." - add comma after "down."

"The collective nature of the Engi beings usually prevents any deviations from social norms. Thats* why Engi pirates are a rare sight. The rouge** robots offer some supplies if you keep quite*** about their whereabouts****." - 1) That's; 2) rogue (or I guess Engi pirates are faaabulous); 3) quiet; 4) using "about" and "whereabouts" clashes for me; maybe just use "location."
Mr. Mister
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Re: FTL Captain's Edition 1.095d

Postby Mr. Mister » Tue Feb 04, 2014 9:53 pm

The Captain wrote:Oni Missiles description: "High-tech* cloak-missiles** launcher..." - 1) High tech; 2) launcher of cloaked missiles.


I don't completely agree with that one.
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Estel
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Re: FTL Captain's Edition 1.095d

Postby Estel » Tue Feb 04, 2014 10:34 pm

Mr. Mister wrote:
The Captain wrote:Oni Missiles description: "High-tech* cloak-missiles** launcher..." - 1) High tech; 2) launcher of cloaked missiles.


I don't completely agree with that one.


Same here, both high-tech and cloak missiles are perfectly correct in S-fi jargon (albeit, "cloaking missiles" would sound better).

During my 3 runs today, I've come across plethora of bugs/"bug-or-feature?" situations, but did unforgivable mistake of not writing them immediately, counting on my *ekhm* "superior memory". The effect is, that those are the only ones I can report now:

1. Talking with slug in nebula may end up with special outcome in form of "Hider" event (the one where you detect stowaway in form of another, cloaked slug). One option is to hire him (in my case, for outrageous sum of 55 credits, vs 40 in shops for brand new slug), while another forces him to pay for passage. In the later case, event text state, that it's decided to get rid of him at the next beacon. Hoever, I got *both* scrap and "Hider" slug crewmember joined my ranks.

2. When you fight slaver's ship as a Zoltan, and slavers surrender, offering to "give slave for free", there is no option to negotiate more the Zoltan'ish way.

3. From sector 4&up, Accepting surrenders Zoltan way starts to be less than we would get by destroying ship in 90% of cases, and in about half, less than accepting *normal* surrender. While the former may be intended (?), the latter doesn't seem very logical. Not to mention the "- b missiles", when the next second we're told, that demilitarization of their ship is part of negotiation's results :D

4. During most event with running into Federation's fleet detachment, there is no mention about them giving anything, yet, one of the answers is "accept supplies and move on":

Image
I suspect it's leftover from old "one of the blabla ships can't use their weapon anymore, so their bleble give it to you" result of this event. Now, I absolutely love the way it evolved - flavor event texts are now much richer and interesting, not to mention option for asking them for assist ;) but the lack of link between event text and "receive supplies" outcome may be confusing.

5. Zoltan ship's doesn't have *any* engineering option from the beginning, at all. Is it intended?

6. On first beacon of Federation sector, if we have a "long range scanner", we can re-estabilish contact with federation fleet command. For some reasons, it disables all other options, usually found on empty beacons (including first beacon) - like, producing ammo, engineering, etc. the only option is to establish contact or white "Continue". Haven't had chance to check if it looks the same without long range scanner.
---

Overall, the progress since 1.8* updates is FABULOUS. At this, point, I also join the "new music is great!" bandwagon - I knew that it was composed by someone else than original, because of reading it here, but - frankly - otherwise I would perfectly take it as part of FTL's original soundtrack, accepting it as different style for such different sectors. Found myself jumping to Quarantine and Industrial sectors even more, just for the joined flavor of content and matching music. Can't wait to try Quarantine as Engi's A, aka Medevac :)

Cheers,
/Estel
Last edited by Estel on Wed Feb 05, 2014 8:17 am, edited 1 time in total.
Mr. Mister
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Re: FTL Captain's Edition 1.095d

Postby Mr. Mister » Tue Feb 04, 2014 10:55 pm

Oh Estel, you haven't visited the AI Overrun sector yet? Not only is the music awesome, but the nebula remix is fabuloooooous!
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Sleeper Service
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Re: FTL Captain's Edition 1.095d

Postby Sleeper Service » Tue Feb 04, 2014 11:45 pm

Thanks for the detailed feedback.

Estel wrote:2. When you fight slaver's ship as a Zoltan, and slavers surrender, offering to "give slave for free", there is no option to negotiate more the Zoltan'ish way.


Yeah, I guess that could be there. Didn't think about that. Adding this options was kind of easy, cause almost all surrenders in the game are controlled by a single event. There might be some more custom surrenders that I missed, please let me know if you find more situations where it seemed valid to have the new option.

Estel wrote:3. From sector 4&up, Accepting surrenders Zoltan way starts to be less than we would get by destroying ship in 90% of cases, and in about half, less than accepting *normal* surrender. While the former may be intended (?), the latter doesn't seem very logical. Not to mention the "- b missiles", when the next second we're told, that demilitarization of their ship is part of negotiation's results :D


That is really strange, cause the negotiated Zoltan offer is a levelled reward, just like the actual surrender offer. I'll look into the probabilities there.

Estel wrote:4. During most event with running into Federation's fleet detachment, there is no mention about them giving anything, yet, one of the answers is "accept supplies and move on":


Reworking of the Fed event was kind of a last minute thing, part of integrating some unique options for the Federation cruisers. (hm, not mentioned in the changelog...) Will be corrected shortly.

Estel wrote:5. Zoltan ship's doesn't have *any* engineering option from the beginning, at all. Is it intended?


Engeneering options purely depend on your equipment. So not all ships get them immediately. Zoltan A should get the options that missile weapons provide. Ill check that. I wish there would be a way to level the Zoltan shield. I kind of got semi exited about the possibility of making shield projector weapons, but it turned out that it wont work. The question stands what native meta play-style or engineering path the Zoltan ships could get. I'm not sure they need one, as the diplomacy options are kind of broad. One that focuses on their Zoltan shield would be great. Maybe Ill do some testing on that. To the Testrel!

Estel wrote:6. On first beacon of Federation sector, if we have a "long range scanner", we can re-estabilish contact with federation fleet command. For some reasons, it disables all other options, usually found on empty beacons (including first beacon) - like, producing ammo, engineering, etc. the only option is to establish contact or white "Continue". Haven't had chance to check if it looks the same without long range scanner.


You should get the options when you hit continue. I guess this is not obvious, but if you spend your time establishing connection with the fleet than you don't get the chance to do the other stuff. You kind of have to decide if you want the quest or your other options. Does this feel off? I try to limit the empty beacon ocasions, by implying that this is the stuff you can do when there really is nothing else to do. If it is available there, then there would stand the question why you can't do the empty beacon always, like, at a shop, or after getting any quest, or after each fight...

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