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

Distribute and discuss mods that are functional. Moderator - Grognak
Kartoffelr
Posts: 72
Joined: Sat Dec 28, 2013 2:07 pm

Re: FTL Captain's Edition 1.099

Postby Kartoffelr » Mon Feb 10, 2014 10:15 am

ikeelyou300 wrote:Speaking of that it would still be interesting to have a Kamikaze AI ship with encased engines and piloting. it would even be more of a pain if it disabled your own piloting before trying to explode itself so you cant run away.

What exactly would be "interesting" with that? It sounds like a big pain in the ass. :lol:
Also, what sentinent AI decide to suicide with unbreakable engines and piloting, which means that it could simply jump away?
(Even this would be a huge pain.)
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Mon Feb 10, 2014 1:41 pm

Mmm, all the burst weapons would be so much more versatile if AE could implement individual targeting for each salvo's shot. For instance, light anti-crew burst lasers could be used as downgraded breach clusterbombs.
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.099

Postby Estel » Mon Feb 10, 2014 4:34 pm

Mr. Mister wrote: It could solve the long balance problem with the Mantis B.


ikeelyou300 wrote:
I really don't get what everyone's problem is with the Mantis B. You get a heck of a ton of scrap from boarding and if you come across an AI ship you can just run away. AI ships generally appear in nebulas so I just avoid nebulas like the plague and everything's fine.


This. Or do it like me - visit every nebula in the galaxy and just use teleport 2 to breach lvl 1 engines (or piloting) of auto-satellites, and teleport my mantises back before they suffocate. If they managed to repair, rinse and repeat. I don't get what problems people have with this. Adapt!

Mr. Mister wrote:Mmm, all the burst weapons would be so much more versatile if AE could implement individual targeting for each salvo's shot. For instance, light anti-crew burst lasers could be used as downgraded breach clusterbombs.


Don't quote me on this, but wasn't it working the way, that if you pause between each shot from the burst, and choose different target, next projectile flies to new target? Cumbersome to use, but works. Or worked, as I haven't tried that for ages - maybe it was before n patch? I'll test it as soon as i get my hands on some burst.

Cheers,
/Estel
Last edited by Estel on Mon Feb 10, 2014 4:37 pm, edited 1 time in total.
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Mon Feb 10, 2014 4:36 pm

Clearly you haven't had your teleporter effectored, bombed or sawrm-missiled while doing so.
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.099

Postby Estel » Mon Feb 10, 2014 4:38 pm

Mr. Mister wrote:Clearly you haven't had your teleporter effectored, bombed or sawrm-missiled while doing so.


Same apply for any other ship with any other weapon - you could have your weapons system hacked, bombed, missiles, torn to pieces and disintegrated ;)

Sadly, only remedy to this would be invincible ships, but for that, there are some OP ships in other sections - no need to mess with it in CE :)

/Estel
Kartoffelr
Posts: 72
Joined: Sat Dec 28, 2013 2:07 pm

Re: FTL Captain's Edition 1.099

Postby Kartoffelr » Mon Feb 10, 2014 6:33 pm

Estel wrote:This. Or do it like me - visit every nebula in the galaxy and just use teleport 2 to breach lvl 1 engines (or piloting) of auto-satellites, and teleport my mantises back before they suffocate. If they managed to repair, rinse and repeat. I don't get what problems people have with this. Adapt!

This is one of the first things people learn when using this ship ;)
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.099

Postby Estel » Mon Feb 10, 2014 8:16 pm

I just had quite decent run with Slug ship. As a result, here is a list of encountered bugs/problems:

Tested version: FTL Captains Edition 1.099.ftl
1. Is it intentional, that treacherous slugs don't accept slavery? I can imagine that this may be part of characterizing factions (rocks - piracy only, mantises - piracy and slavery, slugs - piracy and breaking truces), but such caring it sounded quite strange for our slimy pals. (Severity: Medium or "It's a feature")

2. No matter if point #1 is a bug or not, you can't break truce, after accepting slave as tribute. Letting those slaving bastards go freely, made me a sad snail's captain.

Here is list of other situations, where breaking truces wasn't possible, despite that it should:
a) After accepting trading cargo as surrender tribute from "pirated" merchant.
b) After fight with pirate trap-shop and accepting their surrender, there isn't option to break truce and finish them. Well, currently, due to bug #3 the truce is automatically broken no matter which ship we command (after accepting surrender, fights continue), but I guess it isn't how it meant to be.
(Severity: Medium)

3. Shop-trap in pirate sector - as someone reported earlier - is a little broken, now. After climatic event text - and catching a glimpse of enemy ship on "Target" section of screen, already - ship window *still* opens, with normal shop content (contrary to what event text says, about useless derelict parts). Then, after closing shop window, we can fight pirate. His surrender is broken as per part b) of bug #2. (Severity: Major)

4.Have you changed anything about when enemy surrenders, or was it always at 2 hull left, and I just haven't noticed it before Slug surrender-forcing run?

BTW, I've noticed that you've introduced small chance, that breaking truce won't be possible (for various event-text reasons). Frankly, after looong fight, during which I've been very carefully planning and executing tactic to force surrender (then accepting and finishing them off), it felt quite penalizing. Still, if chances for it happening are relatively small (it seemed so during my run), it's OK - especially, that flavor texts are nice and it *almost* never felt out of place.

*Almost*, because there was one ridiculous situation, when I got attacked (just after jumping) by pirate blackmarket in pirate sector (well, they wanted me to pay them for leaving, to be precise). I've forced their surrender and tired to break truce, but I wasn't able to, because something along the lines of "by the time they've offload tribute, some ships of local authorities showed up". "Local authorities" in pirate-filled sector came to help pirate battle-station and prevented me from blowing it up, WTF? I guess it's generic text for failing to break truce with stations, but in case of pirate/unlicensed ones, it sounded very off and was quite immersion/breaking, IMO. (Severity: Minor)

5. Scanner done states that it cost 20 scrap (sounds right for thing with such limited functionality), but it deducts 30 scrap from our total. Haven't checked what happen if we choose it when having less than 30 scrap (or if it's even possible to do so, then). (Severity: Minor)

6. Dual laser Mark II is downgrade from Mark I. They do same damage and have same characteristics (unless description lies), the only difference is that Mark II shots every 8 seconds (as opposed to Mark I's 10 seconds) and it cost *two* energy bars instead of one. To be real upgrade, Mark II it should either cost still 1 bar (it would be, then, negligible upgrade of 8 sec vs 10 sec), or, at worst case, their names and prices should get swapped. That is, Mark II becoming Mark I and vice-versa - Mark I is plain better for all intents and purposes. (Severity: Minor)

7. There is this empty-beacon event, where you meet a small fleet of engi ships, threatening us because "piracy have negative impact on social" something, and "Can't be permitted". I think there should be option to, well, pirate them ;)

I'm just thinking, hoever - last time, I've also reported empty-beacon type situation (engi ships that refuses hail), and changelog claims that you've introduced pirating option there. I'm wondering, if doing this won't result in making *less* empty beacons in galaxy, hindering player's possibility to socialize/engineer/etc? Or you have done something to keep chances for encountering empty beacons intact? (Severity: Minor)

Cheers,
/Estel
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Mon Feb 10, 2014 8:38 pm

Estel has a point: while it might be a paint in the ass for you to implement (given that you would hafve to make their own event list), it would make sense for those external influences to vary between sector types.

Hell, pirate sectors could maybe speciallize in surrenders: put a chance of you accepting (and adhering to) an enemy surrender having a surprise enemy crew member asking if he could join your team, as he's had it with those crustlubbers.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.099

Postby Sleeper Service » Mon Feb 10, 2014 9:31 pm

Estel wrote:1. Is it intentional, that treacherous slugs don't accept slavery? I can imagine that this may be part of characterizing factions (rocks - piracy only, mantises - piracy and slavery, slugs - piracy and breaking truces), but such caring it sounded quite strange for our slimy pals. (Severity: Medium or "It's a feature")


There is nothing in the lore indicating that Slugs are directly into slavery. Unless you acknowledge the oppression that capitalism subjects people to, which they are obviously very much into. To me, it feels like "Slug culture"(if something like that that actually could be defined, they are all induviduals, you know? ;) ) would rather shackle people in contracts and loan pay than in, well, actual shackles.

Also its part of the balance.

Estel wrote:2. No matter if point #1 is a bug or not, you can't break truce, after accepting slave as tribute. Letting those slaving bastards go freely, made me a sad snail's captain.

Here is list of other situations, where breaking truces wasn't possible, despite that it should:
a) After accepting trading cargo as surrender tribute from "pirated" merchant.
b) After fight with pirate trap-shop and accepting their surrender, there isn't option to break truce and finish them. Well, currently, due to bug #3 the truce is automatically broken no matter which ship we command (after accepting surrender, fights continue), but I guess it isn't how it meant to be.
(Severity: Medium)


This is to provide some kind of narrative coherency and also for balance reasons. Again there are plenty of moments in the game when not all options you could think of are available. CE does no try to give you all options you could think of.

Estel wrote:3. Shop-trap in pirate sector - as someone reported earlier - is a little broken, now. After climatic event text - and catching a glimpse of enemy ship on "Target" section of screen, already - ship window *still* opens, with normal shop content (contrary to what event text says, about useless derelict parts). Then, after closing shop window, we can fight pirate. His surrender is broken as per part b) of bug #2. (Severity: Major)


Well right, that ship should not be there from the start. Apart from that the event kind of explains that you are already in the store, at which you are informed about the ship and asked to return to your command. So you get a chance to look at the store and then fight the ship. The event obviously does not transport that well yet. This is kind of as close as we will get to a real shop ambush though. At last if you want to have the shop tag on the map, that requires the shop being spawned in the first event lvl as far as I remember.

Estel wrote:4.Have you changed anything about when enemy surrenders, or was it always at 2 hull left, and I just haven't noticed it before Slug surrender-forcing run?

BTW, I've noticed that you've introduced small chance, that breaking truce won't be possible (for various event-text reasons). Frankly, after looong fight, during which I've been very carefully planning and executing tactic to force surrender (then accepting and finishing them off), it felt quite penalizing. Still, if chances for it happening are relatively small (it seemed so during my run), it's OK - especially, that flavor texts are nice and it *almost* never felt out of place.


Wow, you noticed that? Yeah, it's possible for surrender to be called with one hull less now. The chance of breaking truce being impossible is indeed small. Pirate authorities will be disposed of.

Estel wrote:6. Dual laser Mark II is downgrade from Mark I. They do same damage and have same characteristics (unless description lies), the only difference is that Mark II shots every 8 seconds (as opposed to Mark I's 10 seconds) and it cost *two* energy bars instead of one. To be real upgrade, Mark II it should either cost still 1 bar (it would be, then, negligible upgrade of 8 sec vs 10 sec), or, at worst case, their names and prices should get swapped. That is, Mark II becoming Mark I and vice-versa - Mark I is plain better for all intents and purposes. (Severity: Minor)


Yep, severity: minor. Weapon marks seem often little determined by power effectiveness. Even Heavy II is less power efficient than it's MK I. (Maybe vanilla BL 3 should become BL 2 then...) Dual Lasers Mark I is not available to buy anyway and MK II is still as good as BL2 by DPS per power ratio. So IMO it deserves to be a MK II.

Estel wrote:7. There is this empty-beacon event, where you meet a small fleet of engi ships, threatening us because "piracy have negative impact on social" something, and "Can't be permitted". I think there should be option to, well, pirate them ;)

I'm just thinking, hoever - last time, I've also reported empty-beacon type situation (engi ships that refuses hail), and changelog claims that you've introduced pirating option there. I'm wondering, if doing this won't result in making *less* empty beacons in galaxy, hindering player's possibility to socialize/engineer/etc? Or you have done something to keep chances for encountering empty beacons intact? (Severity: Minor)


These are text spawned drawn from the empty beacon textlist. I merely transferred them to the textlist for transport ships. Does not effect overall occurrence of empty beacons, but slightly decreases the variety of available texts for empty beacons.

This kind of leads to the question if the civilian transport encounters maybe should count as empty beacons as well...
Last edited by Sleeper Service on Mon Feb 10, 2014 9:44 pm, edited 1 time in total.
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Mon Feb 10, 2014 9:43 pm

I'm glad you made it so that Slugs can't enslave people without consequence. Slugs are the most human like creatures in my opinion. ;) But it seems that they are all "slimey" whereas people have diverse views so not everyone would agree with your actions. Besides balance reasons it just makes sense. Slugs don't seem to care about things like the interstellar rules of engagement treaty. They live in their nebulas isolated from everyone else.

Who is online

Users browsing this forum: bamalf, JerC and 25 guests