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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Sleeper Service » Sat Mar 01, 2014 11:51 pm

Pagan_PL wrote:Ok, I checked and install only CE 1.105 and Infinite addon 1.005 - still nothing, only crystals sectors.
But, when I played in previous version, everything was ok (1.104) Now I'm confused.


Maybe re download the mods then. It seems to be working for everyone else, so the problem must be related either to you load order or somehow to your mods.

Added the new link of the karto's mod to the OP.

R&D Stuff
Beside various other things, I currently work on extending the trade system a little. All new sectors, including the upcoming Lanius sector, will get some new trade goods that you can buy there. I also plan to include some generic trade goods that are only available as loot or through piracy. These will sell mostly at basic prices (an approach to slightly nerf piracy) but also exist to give some flavor. If you have ideas for things that would be carried around the galaxy in trade ships, feel free to make some suggestions. I'm looking for generic stuff that is not too valuable and not specifically needed by a certain faction, and also could be produced anywhere.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sun Mar 02, 2014 12:12 am

Sleeper Service wrote:R&D Stuff
Beside various other things, I currently work on extending the trade system a little. All new sectors, including the upcoming Lanius sector, will get some new trade goods that you can buy there. I also plan to include some generic trade goods that are only available as loot or through piracy. These will sell mostly at basic prices (an approach to slightly nerf piracy) but also exist to give some flavor. If you have ideas for things that would be carried around the galaxy in trade ships, feel free to make some suggestions. I'm looking for generic stuff that is not too valuable and not specifically needed by a certain faction, and also could be produced anywhere.


New Sector(S)??? :shock: :?: Do you mean the sectors that have already been added or there will be even more new sectors when the AE comes out? :D


I don't know... A lot of the trade goods you have now are already pretty good. Like Raw Asteroid Ore. Maybe there could be another Refined Asteroid Ore that sells for a bit more. Even your Alien Livestock one is good. I'd think about adding some more Alien ones to expand the lore a bit. Or at least resources that come from each faction controlled sectors.

If you're going to add a whole bunch of trade goods maybe you could integrate some of them into the engineering system somehow. Unless it would be too much work.

Do you know something about the AE we dont know? Do you know if it allow you to remove augments/have more augment slots/have non-weapon cargo space?/Call Blue options from things in cargo? That would make this system work a lot better.

Here's a few ideas for trade goods:
Some of these could be generic ones. Some special. Some of the current trade goods like food rations might be able to just be converted into generic goods. All depends on what you do, how many trade goods you add, etc...

I like your current system of Red Sector Items sell well in Green Sectors, both have some goods that sell well in Purple Sectors, and vice versa. My suggestions about where these items sell are based just on what they do though, only to give you some ideas. I never really though about trade between different sector types.
  • Commercial Drone Parts - These are used for non-military drones. Sells well in Engi Sectors Probably.
    (Or you could add a generic sell drone parts/sell missiles choice to each store. Probably could be a pretty large "bulk" sale. Still delay the Rebel Fleet and give you maybe half price what they would cost to buy. ;) )
  • Research Equipment - Does science stuff.... Sells well in Zoltan or Quarantine Sectors.
  • AI Data Chips - Store Artificial Intelligence programs. Used to construct AI Holograms and Drones. Sell well in Engi?, Zoltan?, or maybe even AI? would want it to better understand themselves/build more/or analyze to AI improvements.
  • Alien seeds and plants - Interstellar travel has vastly increased our exposure to other alien plant life. These seed can be cultivated on certain other planets. Also, may be wanted for research. Sells well in Zoltan Sectors, Civilian Sectors, (kind of want to say Slug Sectors for some reason).
  • O2/Life Support modules??? - Hey who knows, when the Lanius come you might need this...

  • And then of course a whole bunch of raw resources... Certain places in the galaxy are going to have more of certain resources than other sectors. Thats the wonderful thing about sci-fi. You never know what might be valuable on another planet. Carbon, Aluminium, Platinum, Plutonium, Chromium, etc... (explosive materials like Magnesium, Sulphur...) Also Gold, Silver, Gemstones (and Crystals hint hint). All of his could be good to improve the "mining" system too.
  • Even gasses like, hydrogen, "Helium 3", oxygen, carbon dioxide, nitrogen, noble gases. Water even. Mercury... Refer to the Periodic Table for further inspiration. :P

  • Federation Starmaps - An interesting one maybe with some Blue Events in only Civilian Sectors and Coreworlds. Would sell well in Uncharted and Hazard Sectors (Still helpful to people who live there, they just don't reveal the whole sector for you).
  • Human Passengers, Refugees, and Slaves could be considered Cargo, but I think this is better done through events. Slaves would sell well in Mantis Sectors though and just taking them on board would piss off your crew.

  • Slug Gel - Like Slug Repair Gel, but used to repair things on smaller commercial scale rather than entire Hull breaches, made from Slug slime. Sells well in Civilian Sectors.
  • Slugs have Slug Hallucinogens/Narcotics already... Perfect for them by the way.
  • Mantis Acid - The right people can find all sorts of uses for this stuff... Sells well in Pirate Sectors.
  • Mantis War Trophy???
  • Zoltan Reactors?/Power Supplies?/Batteries? - Something that relates to the Backup battery system in AE maybe. Energy is a great commodity and the Zoltan should have no problem harnessing energy. Sells in Civilian sectors? Contested Sectors?
  • Rock already have Religious Literature. I know there a hull parts trade good. Is there a Hardened Rock Plates trade good. You probably could think of something else good for Rocks.
  • Engi Nanobots? - These things can do a whole bunch of things other than healing people. Although healing is a good use.

  • You could also include the Licenses you were talking about maybe... Like a Federation privateering license, a mining license, (authorized neutral trader license?, something, like that), Bounty hunter license ;) , that give Blue Options. Could expand playstyles even more. Maybe Forged ID's, both Rebel and Federation, and Zoltan Passport which could have some Blue events as well.
Last edited by Russian Rockman on Sun Mar 02, 2014 1:58 am, edited 18 times in total.
Mr. Mister
Posts: 492
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Mr. Mister » Sun Mar 02, 2014 12:38 am

Unrefined FTL fuel (think petroleum), missile husks.

Clothing. Rebel uniforms? Anti-allergy masks. Hololamps. Holovisors. Holo-hops.

Also, here's an idea on how to explain more easily the FTL charge booster's hack-resisting effect: rename it to "secondary/auxiliary/dedicated FTL charger".
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Sleeper Service » Sun Mar 02, 2014 2:06 am

Russian Rockman wrote:ew Sector(S)??? :shock: :?: Do you mean the sectors that have already been added or there will be even more new sectors when the AE comes out? :D


Was referring to CE's sectors there. ;) Thanks for all the suggestions. Overall I'm looking more for generic stuff not related to certain factions, but there was some good stuff there.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sun Mar 02, 2014 3:11 am

Sleeper Service wrote:
Russian Rockman wrote:New Sector(S)??? :shock: :?: Do you mean the sectors that have already been added or there will be even more new sectors when the AE comes out? :D


Was referring to CE's sectors there. ;) Thanks for all the suggestions. Overall I'm looking more for generic stuff not related to certain factions, but there was some good stuff there.


Ah man. :( I was hoping you knew something I didn't...

Yeah its actually harder to come up with generic stuff than unique stuff. After starting to think about faction trade goods I realized you actually did a pretty good job with that. But I think Zoltans and Mantis could use something else. Glad you can sort through all the rambling and find a couple good ideas while ignoring the rest. it's just easier to ramble when you're brainstorming for ideas. :roll:

I would say the minerals and stuff are pretty generic. Drone Parts are kind of Generic, explosives maybe..., FTL fuel. Like I said though it might just be better to have a standard blue option to sell off all of your excess drones, missiles, or fuel, at a store similar to those specific trade events, but less profitable generally. Though this can be explained for the drones at least by saying they are commercial drone parts. I'd suppose pretty much any component of the basic ship systems could be made generic trade goods.
spudcosmic
Posts: 37
Joined: Wed Jan 29, 2014 12:18 am

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby spudcosmic » Sun Mar 02, 2014 5:20 am

Russian Rockman wrote:[*]Slug Gel - Like Slug Repair Gel, but used to repair things on smaller commercial scale rather than entire Hull breaches, made from Slug slime. Sells well in Civilian Sectors.[/*]
[/list]

Reminds me of the social event where your slug crewman informs you that slug repair gel is actually nanobots, and that people will actually buy literal slug slime thinking it has repairing powers. Would be a funny trade good. :lol:

Going along with the enhanced trading conversation, I think the player should be more involved in the haggling process. I think you should choose how you want to deal with the trader. You could choose to be cooperative with the trader, with a chance of getting a better deal, but taking a longer time, or you try to be as quick as possible, getting lower rewards but taking a shorter time. You could even be demanding with the trader and have the possibility of a good deal and being quick, but a chance the trader denies your deal outright.

Maybe you could choose what crew member does the haggling too, and having different results depending on the sector. Maybe mantis are intimidating in engi shops, and the engi are scared into a good deal, or perhaps they take the mantis's style of bargaining too threatening and attack. Or slugs use their mind manipulating powers to help facilitate their trading. There are a lot of possibilities here.
User avatar
SomeFederationPerson
Posts: 59
Joined: Wed May 15, 2013 8:16 am
Location: 1st Federation elite stealth fighter squadron, 10th federation elite strike fleet

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby SomeFederationPerson » Sun Mar 02, 2014 7:32 am

Hi, I played the mod and loved it but I can't play the infinte add on and I tried getting a ship mod but I can't get it to work. For the ship mod, do I have to install that first and with the add on how do I get it to work because I followed the procedure but whenever I put it on via the mod installer, it crashes. I use a MacBook Pro and running version 10.9.2
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sun Mar 02, 2014 9:50 am

kartoFlane wrote:
Estel wrote:Side note - I think that expanded enemy window need own topic or some better description

Huh. I was certain I made a topic for it... Gonna make it now, I guess.

edit
Alright, there it is


Since we were talking about the Expanded Enemy Window I thought I would post this here. I just converted the FTL Remastered Enemy Window to be as big as kartoFlane's Enemy Window. I personally think it looks gorgeous with the see thru AI. I think you'll agree... Check out these images! (They'll get cut off if I just post them directly)
http://imgur.com/kU0ZHic
http://imgur.com/gFUeVJm
http://imgur.com/Ga2FWU6
Note that in the images the enemy hull Indicator is not part of the Remastered Expanded Window. Just something I made for myself. So if you don't like it don't worry. Also, the bigger outline of the FTL Remastered window cuts off the window by maybe 4 pixels or something. Big whoop...

With those two mods combined + Better Planet's and Backgrounds your eyes will be very pleased. :D
So here's the .ftl for the files. Do with them what you wish. Maybe you'll want to post this on your new topic for the expanded window mod karto.
.FTL: https://www.dropbox.com/s/wp87p7q82iebvkw/Remastered%20Expanded%20Enemy%20Window.ftl


This also gives me an opportunity to say that I've been reworking A LOT of the FTL Remastered Stuff and making it as close to the original UI as possible.

I thought the Remastered AI looked beautiful and much more crisp, but I thought it played too different from the vanilla UI. (I don't like change...) Anyway, so now I've gotten a lot done, some of it you may be able to see in the images. Anybody who's tried FTL Remastered may know what I'm talking about, but others probably won't. I've edited it so that buttons and systems glow again when you mouse over them now, they turn yellow when you press them instead of light blue, some of the font has been changed to match the original FTL font (although I kept most of that), I recolored the enemy ships in the background to match vanilla colors and edited them a bit (also added shields to the ships today, what do you think?), I edited the coloration of the kestral and red-tail models to match vanilla, and a whole ton of small little changes to things like the crosshairs, the map, the doors... Lots of stuff...

Anyway, so I'm not sure if anyone else would like what I've done, but how should I maybe go about posting that when I'm done without acting like I'm stealing (or bashing) Phlakes work?
Cloudmoon
Posts: 17
Joined: Thu Feb 13, 2014 2:25 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Cloudmoon » Sun Mar 02, 2014 10:41 am

Archaeology Loot- Recovered from ancient civilizations' dig sites. Valuable to collectors and treasure hunters. Worthless trash to people who need weapons.
Junta Computers- Inferior computers mass-produced cheaply by the Junta. Very basic trade goods.
Genetic Experiments- Engineered creatures produced by splicing together DNA from multiple worlds. Highly illegal. Some scientific value.
Fake Vaccines- Injections that claim to provide immunity to zombie plague. Merely delay symptoms long enough to leave the sector.
Pleasure Interface- System that provides fully realistic 3-D interactive entertainment through the use of holograms and a limited brain wave interface. Valuable trade goods.
Industrial Nanorobots- Used for making spot repairs to complex machinery or electronics in the field. Guaranteed not to go berserk and disassemble everyone and everything in their path. Valuable trade goods.
Repurposed AI Cores- Rebel AI cores, salvaged by pirates and ready to be reprogrammed for a variety of tasks. End user satisfaction not guaranteed.
Burnt Weapons Systems- Pirate-salvaged weapons systems. Damaged and unusable but possibly capable of being repaired or reverse-engineered.
Combat Records- Federation and Rebel authorities pay a small bounty for recovered black boxes and dog tags. Pirates often collect them as trophies.
Cerebral Inhibitors- A variety of drugs that produce a state of semiconsciousness and suggestibility in most sentient species. Used to make slaves and prisoners more tractable. Highly illegal, but sadly often carried by pirates.
The Captain
Posts: 388
Joined: Thu Mar 28, 2013 1:44 am

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby The Captain » Sun Mar 02, 2014 11:23 am

I'm still on an earlier version (a couple previous?) of CE Infinite, so I don't know if this has changed, but I'm wondering why once I've jumped back to Federation space, it still takes 10 fuel to stay there, but only one to go back to deep space?

Who is online

Users browsing this forum: No registered users and 27 guests