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

Distribute and discuss mods that are functional. Moderator - Grognak
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Estel
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Estel » Sun Apr 06, 2014 6:09 pm

Sleeper Service wrote:In general, I will not rewrite any pre-AE weapons to feature AE stuff. I want to maintain the content generation and feel like the existing weapons work well as they are. Id rather make new weapons with the new features, just like the defs did not just put the charge feature on their regular lasers. The weapons you have suggested are already in the mod by the way, as new weapons (Scatter Flak, Missile Flak).


Yea, noticed the new ones, which made me even more surprised, that the old ones remains unchanged ;) you're the boss, boss :D but it doesn't feel coherent - after all, scatter lasers/swarm rockets are essentially doing exactly what "flak targeting mechanism" is doing (heck, swarm rocket even have as big impact explosion animation as flak targeting circle), hitting multiple projectiles over wide area. We just were not having proper mechanism to implement it - now, when it co-exist with "proper" scatter lasers/swarm missiles, it looks a little strange, both in gameplay and lore-wise (if they can shot such goddamn amount of missiles with sniper-like precision, why they haven't do the same for flak missiles? Heck, it's the same thing.)

Now, thinking about it, i DO see a reason for scatter laser to live (maybe under different name - multi-micro laser? ;) ) - it consumes only one shield bubble but hit "multiple" hull surface, while flak lasers are shield-busters, able to remove 5 layers of shield at one shot (and even hit two things inside, if you're lucky). But swarm rockets alongside flak rockets looks off, IMO.

Just my random rambling above, not that it should matter much ;)

Sleeper Service wrote:Why do you think this cool down reduction too fast?


Because - following example of 16 second dual laser, that after 3 shots reload in 7 second - it's basically a 7-seconds reload weapon for all intent and purposes, apart from first few fights in sector 1. Everywhere else, fights take *much* longer than first 3 volleys, and player can, generally, forget about the first, higher cooldown digit. And, frankly, those 7 seconds for 90% of fight IS overpowered, as hell. Played with this weapon and blowed everything way too easy.

Giving it smaller cooldown reduction over longer period of time would really make this weapon matter much in later-game, longer fights - where this more than 60% reduction of reload time after 9 volleys would help a lot (BTW, numbers are just proposition, to explain what I mean. I don't say that this actual -1 second for every shot is ideal). It would be different weapon, aimed at those long encounters. Now, it's a basic 7-second reload dual laser with fancier description.

Sleeper Service wrote:I doubt that this is possible and it is a little hard to test. Maybe someone finds out.


Just to be sure, that we're talking about same thing - I mean perfectly "normal" multi-stage quest (like the Curator one is, multi-staged), that would fit the lore, give some reward, and write about how you got a Lanius ship possessed, for Federation fleet. Again, I'm *not* talking that it should unlock Lanius ship in hangar, or give it a "Q" achievement - it would be for our lore-geeky pleasure and personal satisfaction :)

Now, if we not misunderstood each other, why it isn't possible, if multi-staged quests (The Curator) are already in CE?

BTW - some time ago, I've asked, if you could integrate Corpses:
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=12367

...as having it being incompatible every new CE release is getting old (and it seems unmaintained anymore :( ). I may be wrong, but it seems to me, that it should be pretty easy for you to implement, and wouldn't cause problems/require maintaining afterwards. Any thoughts on this?
---

Small report supplement:

Bugs

1. Systems that are effectorized by enemy before fight, block personnel from giving it manning bonuses. At least, it's the case for Weapons system - my guy was just standing there, doing nothing, and weapons lacked his 20% reduction of cooldown :( (check by moving him outside and inside the room). I guess it may be the same for player-used effector on enemies? No idea, if it was working as intended before AE, or no one noticed it? (Severity: Medium)

2. If you mind-control black market trader in nebula, he reveals weapon he is trying to sell, and might give you a discount (or might not). Sadly, there is no option to attack him, if his offer offended us ;) despite that before trying mind-control, it is possible. BTW, IDK if it's implemented, but it would nice to have a very small chance, that he realizes you tried Jedi Mind Tricks on him, and becomes hostile himself :) (Severity: Minor)

3. There is this event in nebula, where "you see a small pirate station nearby" and "you're not sure, but they might be preparing to board you". Sadly, there is no station - only boarders beamed on ship. Considering, that we already saw the station, it would be nice to initialize attack vector, repelling boarders simultaneously ;) (Severity: Minor)

4. This (below) outcome of conversation with Engi crew member seems to be outdated, especially, that other possible outcome of same event is information about hacking system being already spread around galaxy ;) IDK if it's the same case for Engi talking about battery system (have seen the new one, where he stresses importance of battery system, not sure if you removed the one where he writes concept for it, and rest of crew thinks "it's crazy idea and will never work"):

http://s2.postimg.org/6y3ck6wwn/outdated.jpg

Suggestions

1. There is this event, where you see a refueling station broadcasting good prices, dock, and are (can be?) attacked by bomb pumped to engines, giving you 3 hull damage, 3 damage to engines, and boarders to fight off. I think that this event is painful/risky enough, to have a loot prize attached to boarders (for scrapping the fake fueling station after repelling them, for example). BTW, nice usage of new even possibilities! :)
Last edited by Estel on Sun Apr 06, 2014 6:13 pm, edited 1 time in total.
dalolorn
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby dalolorn » Sun Apr 06, 2014 6:11 pm

MedicRules41 wrote:Will do, thanks for the tip. I'll edit when results come in.

On an aside, to whoever said it, I've also noticed that the forums are running extremely slow. Any reason? Is it just the unusual workload?


I sincerely hope so. :?
allanpike
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby allanpike » Sun Apr 06, 2014 10:33 pm

So, I don't seem to be able to get the mods to work. Captain's Edition alone works fine, but when I attempt to add the other ones, I get told that there 'Clobbering' by Slipstream, and they don't work. Does anyone know what's going on, and how to fix it?
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Estel
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Estel » Mon Apr 07, 2014 5:19 am

RTF first post and load them in correct order? also, RTFM of Slipstream mod manager, and proceed to properly delete old backups of FTL before installing new version/updating, then, reinstall again?
Russian Rockman
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Russian Rockman » Mon Apr 07, 2014 7:54 am

Estel wrote:LOTS OF TEXT


I think you should bring all of your balance concerns to the attention of slowriderxcorps, perhaps he can implement them in the sMPK. Also, perhaps some of your requests for changes to CE weaponry might get changed by him. Sleeper wants to do his own thing though and I understand why.

I agree with yo on several points, just maybe not to a certain extent.

I think that the Lanius ship should definitely have it's own quest, I'm very disappointed about that.

Regarding the copses mod, I think it is cool, but It would be really hard to implement. And since some ships can use "random" crew generation now, it might not be consistent with all the ship models. A human floating out of an all Mantis and Slug pirate ship...


Re: Bugs

I think that the Black Market trader should also still allow you to still buy the other weapons if you don't like the weapon he is selling. Also, I noticed that he can sell you an ion boarding drone which is probably the most useful of the 4 choices. It would be nice if there was some diversity to the list of weapons he can offer you, using some more of the new AE stuff like the shield drone. Also, the chaff launcher could maybe use some of the scrap projectiles or maybe even the flak mechanic from AE.

It's unfortunate that the Effector type hacking makes it impossible to get system bonuses. Kind of interesting though, makes things more complicated. If that is actually the case.
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slowriderxcorps
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby slowriderxcorps » Mon Apr 07, 2014 8:59 am

The hacked system losing its manning bonus seems to be a universal thing that has appeared with AE: it happened to me in the pirate engine hack event in vanilla. It's.. kind of unreasonable, actually.
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Mr. Mister
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Mr. Mister » Mon Apr 07, 2014 10:36 am

Yo, I've been quite busy with sutdies for a few weeks and I haven't been able to play FTL for that time, nor try AE (gonna give it a go now), so I'm not 100% up to date on what new modding potential it has brought, but reading a bit diagonally the latest pages, so just one quick question: what stats can be dynamically altered on chain/charge/whatever weapons? Only reload time and/or shots per reload, or more things too? I sure wish most stats could be altered like that: a long beam with an increasing cutting speed, a focus beam with increased shield piercing, an antibio/gas/radioactive/nanoswarm bomb with increased crew damage...

While a new player would indeed be confused as to why swarm micro-missiles don't have AoE, Sleepy is right in that having AoE would make them too strong (note: haven't played AE yet, but I suspect the hull damaeg is the same and AoE only applies to system and crew damage and fire/breach chances). In fact, I suspect even in sMPK (where they have only 2 shield piercing but gain 1 hull damage) they would be too strong IMO, unless slowy reduced their hull damage back to CE's value. I'm not sure what's the best course of action there.


On system effecting disabling manning: I know that limit to, reduce by and halve are the three commands by which you can partially disable systems, but is the "restore" command simply "reduce by 0" or is it a fourth one? Because if it is a fourth command, I'm curious if a "limit to 0" could disable manning without limiting the system's power output.
imca
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby imca » Mon Apr 07, 2014 10:47 am

May I make an augment/system suggestion?

Have you considered one that would let us make jumps/not get a game over without a pilot/crew like a lot of the automated ship mods that are around?
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Sleeper Service
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Sleeper Service » Mon Apr 07, 2014 11:23 am

Would be cool, but that status can only be given to a ship at game start. Not doable with an aug.

Mr. Mister wrote:On system effecting disabling manning: I know that limit to, reduce by and halve are the three commands by which you can partially disable systems, but is the "restore" command simply "reduce by 0" or is it a fourth one? Because if it is a fourth command, I'm curious if a "limit to 0" could disable manning without limiting the system's power output.


Not sure what you are aiming at here. The command that restores thing is the "clear" tag. Limiting the system with 0 will disable the system entirely. Not sure if system levels due to manning are still applied then.

Russian Rockman wrote:I think that the Black Market trader should also still allow you to still buy the other weapons if you don't like the weapon he is selling. Also, I noticed that he can sell you an ion boarding drone which is probably the most useful of the 4 choices. It would be nice if there was some diversity to the list of weapons he can offer you, using some more of the new AE stuff like the shield drone.


The original options are there because these items where to specialized to be of much use to every ship and I did not want them to clutter the shops. The intruder drone is there cause I can not make copies of it to even out shop probabilities. I'm generally not in favor of derandomizing FTLs loot too much, so the trader will only offer specialized niche gear or gear that is otherwise too rare.
Mr. Mister
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Mr. Mister » Mon Apr 07, 2014 11:42 am

Sleeper Service wrote:Not sure what you are aiming at here. The command that restores thing is the "clear" tag. Limiting the system with 0 will disable the system entirely. Not sure if system levels due to manning are still applied then.

Woops, my mistake: I meant "reduce by 0". It could be used as a way to take away manning bonuses without actually reducing the system's power output, if it works. Interesting, wouldn't it be? You could replace the internal effector with an aug that prevents the enemy from gettin engines, weapons and shield manning bonuses (it probably should let the cockpit alone).

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