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

Distribute and discuss mods that are functional. Moderator - Grognak
SpiketheMuffin
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby SpiketheMuffin » Sat Aug 30, 2014 6:30 pm

FortunaDraken wrote:Um...I don't know about anyone else, but this ship, uh. Seems a tad overpowered for Sector 1 (Deep Space).

That's four weapons, two shields, and they disabled my one layer of shields with an augment ._.


If Deep space is as close to Infinite Space, then thats what you have to deal with. I remember reading about Infinite Space, and it saying that since it is infinite, you are going to come up against tougher enemies that you will not be able to handle, and therefore you may have to leave or surrender.
SpiketheMuffin
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby SpiketheMuffin » Sat Aug 30, 2014 11:54 pm

I was wondering about unlocking new ships with CE, and the different sectors-
How can I tell whether a sector is a homeworld or not? The special event quests require a race's homeworld, but will there still be the existence of those with CE? If not, is there a way where I can disable the new sectors?
FortunaDraken
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby FortunaDraken » Sun Aug 31, 2014 12:07 am

SpiketheMuffin wrote:
FortunaDraken wrote:Um...I don't know about anyone else, but this ship, uh. Seems a tad overpowered for Sector 1 (Deep Space).

That's four weapons, two shields, and they disabled my one layer of shields with an augment ._.


If Deep space is as close to Infinite Space, then thats what you have to deal with. I remember reading about Infinite Space, and it saying that since it is infinite, you are going to come up against tougher enemies that you will not be able to handle, and therefore you may have to leave or surrender.

Deep Space does have tougher enemies, but they still level with the Sector you're on. I have never experienced an enemy that tough on Sector 1 Deep Space. I mostly find two-three weapon ships with one or two levels of shields. Even the giant auto-cruisers generally only have two weapons at this level, not to mention the larger Rebel ships. That Zoltan station is kind of ridiculous.
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby Sleeper Service » Sun Aug 31, 2014 1:12 am

SpiketheMuffin wrote:I was wondering about unlocking new ships with CE, and the different sectors-
How can I tell whether a sector is a homeworld or not? The special event quests require a race's homeworld, but will there still be the existence of those with CE? If not, is there a way where I can disable the new sectors?

Home worlds are still there and unlocks work like in vanilla. Sector names have some indicators that give away if the sector is a normal one or a home-world. If you want to spoilers on the patterns you can get some hints on them in the CE sector names thread.

That outpost wasn't really intended for sector one, I'll nerf that at some point.
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stylesrj
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby stylesrj » Sun Aug 31, 2014 1:37 am

FortunaDraken wrote:Deep Space does have tougher enemies, but they still level with the Sector you're on. I have never experienced an enemy that tough on Sector 1 Deep Space. I mostly find two-three weapon ships with one or two levels of shields. Even the giant auto-cruisers generally only have two weapons at this level, not to mention the larger Rebel ships. That Zoltan station is kind of ridiculous.


I once encountered a Rebel Cruiser with all the systems (including the battery) and packing a lot of firepower and 3 layers of shields in Sector 2/???
The text about it pretty much was saying "GTFO NOW!" so I painstakingly waited for my crappy drive to charge and fled!

By the way Sleeper, there's still that random event with the Mantis Fleet you sometimes encounter at the entrance beacon of deep space. Sure I know I can't avoid it and intruders beam onboard, followed by the escort beaming onboard, then more intruders beaming onboard as you damage the escort...
What I don't like is that my only option is to then "Attack the undefended fleet!" and then have even more intruders beam onboard, probably while you're still fighting off the other 4 Mantises.

Is there any option to get the hell away from the Mantis fleet after smashing their escort? I didn't choose to attack the fleet like the Mantis sector event's choices give you, they attacked me!

Lastly, I found that when jumping back to Normal Space and the next sector is a Federation/Contested sector, you get the Hyperspace event and it plays as normal until the exit which allows you to jump into deep space.
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby Sleeper Service » Sun Aug 31, 2014 11:39 am

Ooops, yeah, this was intended to give you a choice to raid the convoy. I'll fix that as well as the hyper space event.
SpaceDux
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby SpaceDux » Mon Sep 01, 2014 5:13 am

Quick fix potential.

Slaver pirate instance, slug ship, when you choose to fight the ship and kill the crew you get supplies and then are given the option to release the crew member or force him to work on your ship, if you choose to force the slave on your ship, you loose a crew member and are not given the slug pirate ship option.
MightyKebab
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby MightyKebab » Mon Sep 01, 2014 8:51 am

SpaceDux wrote:Quick fix potential.

Slaver pirate instance, slug ship, when you choose to fight the ship and kill the crew you get supplies and then are given the option to release the crew member or force him to work on your ship, if you choose to force the slave on your ship, you loose a crew member and are not given the slug pirate ship option.


It's an intentional feature. Depending on the race and provided you have the race specific augment you may or may not be allowed to do various things. In this instance, Slugs can only break truces and commit general piracy, but are not immune to slavery.



Also, hello again, FTL community! Been a while since the last time I lurked the forums :lol:
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stylesrj
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby stylesrj » Mon Sep 01, 2014 10:22 am

So is there any augment that gives you unrestricted freedom like truce-breaking and slavery or is it mutually exclusive? So the mantis allows slavery but not truce-breaking?

Also, has the faction artillery outcome been put into effect so I don't need the augment? I'd rather have a wasted subsystem than having to give up one of my precious augment slots

EDIT:

I think there may be some more bad IDs to sort out. Nothing of the "default to that damned Rigger with the drones" bad ID, but more of the "Rebels when they should be someone else"

Going through a non-infinite space game. Ran out of fuel and I found an Engi ship willing to offer me fuel in exchange for scrap. Being a greedy, manipulative Slug, I said "No need to pay! I'll just attack!"
Turns out these Engies were actually Rebels in disguise as their ship turned out to be a Rebel Repair ship.
I destroyed it and it just... vanishes. I didn't even get to loot it.

I also found an Engi repair station under attack by a Rebel ship that was badly hidden. I go to engage and the event says "You engage the automated ship."
The automated ship was orange in colour, had a crew of Humans onboard and a Clone Bay and teleport and called itself a "Rebel Fighter" :lol:
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby Sleeper Service » Mon Sep 01, 2014 11:50 am

stylesrj wrote:So is there any augment that gives you unrestricted freedom like truce-breaking and slavery or is it mutually exclusive? So the mantis allows slavery but not truce-breaking?

I recommend you read the faction augment descriptions. ;)

stylesrj wrote:Also, has the faction artillery outcome been put into effect so I don't need the augment? I'd rather have a wasted subsystem than having to give up one of my precious augment slots.

Nope, I find that kind of incoherent. If you consider that a certain augment is wasting a slot you want to consider selling it. You'll have to make decisions.

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