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

Distribute and discuss mods that are functional. Moderator - Grognak
ranger225500
Posts: 1
Joined: Wed Apr 30, 2014 3:20 pm

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

Postby ranger225500 » Wed Apr 30, 2014 3:30 pm

not sure if I'm doing something wrong here or if this is known but i used the mindsheild augment on a auto surveyor and the instant i kill it game crashes if i don't use it no issues on that fight
User avatar
RAD-82
Posts: 796
Joined: Sat Nov 09, 2013 12:16 am

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

Postby RAD-82 » Wed Apr 30, 2014 4:40 pm

Russian Rockman wrote:
rannl wrote:Here's a thought about a new weapon for CE, which I think might work: an Ion Stinger.
It's basicly an ion beam with a beam width of 1 pixel, making it a non missing single hit ion strike on the shields.
Damage values, charge time, etc. I leave to the imagination of the competent weapon modders out there.
Just tought it might be a nice touch to the game.


After going so long without ion beams I kind of tricked my brain into thinking they wouldn't be good anyway because ion weapons don't work the same as beams... The whole "content separation" thing Sleeper is always trying to maintain. I think that this idea "could" work, but the beam would actually still have to move pretty quickly or it would still drain all the shields even if it]'s one pixel!! (At least thats what I remember from my testing, I remember the speed has to be 12 times the number of pixels, or something like that). So then you really wouldn't even see the beam, which isn't very cool. :(

The ion beam in one of my mods uses a length and speed of 1. It seems to be able to hit shields at least 3 times (maybe twice), but sometimes it will hit 4 times. Since it does 2 ion damage, 4 times is enough to fully strip 4 layers of shields. That's why I know it can hit less, because it doesn't always strip the shields fully.

edit: It also does system damage, but I don't think that is relevant to the discussion?
Image
Junkyard has FTL mods, mostly ships and a few other things.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

Postby Sleeper Service » Wed Apr 30, 2014 5:06 pm

RAD-82 wrote:The ion beam in one of my mods uses a length and speed of 1. It seems to be able to hit shields at least 3 times (maybe twice), but sometimes it will hit 4 times. Since it does 2 ion damage, 4 times is enough to fully strip 4 layers of shields. That's why I know it can hit less, because it doesn't always strip the shields fully.

Did you try how it behaves against four or five shields? I just tested it and it still seems to always ionize enemy shields entirely, which is still not balancable in my opinion.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

Postby Russian Rockman » Wed Apr 30, 2014 8:04 pm

When I tried making an ion beam this is what happened... I found that if the beam traveled at a speed of 12 times the beam length (in pixels) then it only ionized one shield bubble even on 4 shield enemies. I also gave the beam shield piercing abilities and what was interesting is the beam only ionized half the system it passed through (randomly ). I know now that this has something to do with the speed of the beam since the damage is apparently applied at certain "intervals". I imagine though that it would be possible to give an "ion beam" type of weapon a 1 pixel length and a higher speed with no shield piercing. That should work and it should always ionize at least that 1 system if you manage to get through the shields.

A weapon like this though would be kind of overpowered because the onl weakness with ion weapons is their chance to miss. It would have to have a very long charge time.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.208/Inf 1.208/EL 0.98

Postby Sleeper Service » Wed Apr 30, 2014 8:47 pm

I tested a one ion-damage beam against enemies with two shield, with <length> 1 and <speed> 300. It did ionize the entire shields. :| I did observe the random shield ionization with sp as well though.


Another maintenance update is up. Rannl took the time to showcase the EL weapons on the starting ships, so all of these will now play slightly differently with EL installed due to having modified weapons. The hulls that R4V3-0N and iiiyyylll made are also included now. Still a long way till all enemies are covered, but its a great start. Thanks for your support people! Pirate paint looks pretty good on the Slug Interceptor:
Image
And thats iiiyyyllls take on the Engi cargo ship:
Image

Enjoy!

CE Update 1.208
- Some great ship hull images by R4V3-0N and iiiyyylll integrated
- A few new events for Rock sectors added
- Lvl 2 defense drones should now be able to intercept missile swarms
- Damage shenanigans in the sun distress event are more random and less obvious now
- Destroyer Turret projectile speed and cooldown increased
- Drone Salesmen can no longer sell you _ENEMY drones
- Lanius repair conversation outcome works correctly now
- Slug Checkpoint gibs fixed
- Icefield background color reworked
- Some special conversation outcome texts fixed
- AIs make better use of all these nano bots they control in combat now
- Texts related to Mantis ships will no longer describe all them as red
- Some small changes

CE Infinite 1.208
- Changes of CE 1.208 imported

CE Endless Loot 0.98 for CE and CE Endless Loot 0.98 for CE Infinite
- All player ships now start with EL variants of their CE gear, powered by Rannl
- "Safe" can no longer be applied to weapons that only deal one crew damage anyway
- Missile Flak can no longer have damage increasing prefixes
- "Swag" can longer be applied to low tier weapons
- "Assault" on missiles now decreases cooldown by x0.75, just like for other weapon categories
- "Heavy" now increases cooldown by x1.5
- Not mentioned before: Now also removes the word "Drone" from description card titles to make room for prefixes
- Not mentioned before: Enemy ship prefixes and suffixes are now always written in full
- "Concussion" no longer effects ion stunners
- "Replicator" now increases cooldown
- EL will no longer generated unused variants for the boss blueprints
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

Postby Estel » Wed Apr 30, 2014 9:03 pm

Something from totally different "barrel of wine" now...

Yesterday, my special ops team aboard red-tail rebel-alike disguised Kestrel cruiser got one in a million chance - become the first ever reported ones (yea, I know that someone will correct me and point out winning in hard just after i post this ;) ) to beat the Flagship and win the damn war in the codename H-A-R-D universe of FTL:AE:CE. This is how the ship looked just at the exit beacon of sector 7:
http://s1.postimg.org/64q82zzx9/kestrel.jpg

I was really awesome run - the best I had since AE and its CE version got released. Battery charger and targeting system was bought just recently in sector 7 - earlier I had requisition license and empty 3th slot for captured trade goods. Heavy laser is also a late acquisition, for the whole game it were a startup basic lasers and bomb since sector 1, then this chain laser since 3th one or so. Still, I had to run only once, from a battle with very nasty rebel ship paired with beam artillery - I did some mistakes that cost me hull and time 'till artillery - I still could have killed it, but damage that I would sustain made it impractical. It was good decision, and on the next beacon - where I jumped running with many damaged systems - nasty auto EW platform waited for me, resulting in winning battle with 4th hull. I repaired at the very next beacon (shop), and it was only one really life-threatening situation in whole run.

Last Stand wasn't very good roll - repair stations were faaaar away from base and flagship, and i managed to visit only one, then proceed jumping to base, landing there at the same time that flagship did. First phase went without much troubles, but 2nd and it's dreaded drones left me with 12 hull left and no way to repair myself. BTW, I haven't had chance to check if AE's last stand repair you if you jump to base - after 2nd phase, flagship run (jumped) back there, so the only way was trying to beat him for good, 3th time.

And the result iiiiiis:
http://s12.postimg.org/decth6r8r/flagship.jpg



The fun fact - while having last 2 points of hull, I bombed his laser turret to red at the very moment it shoot it's lasers, just after its super-weapon laser circle swallowed my shields. With my hacking drone attached to flagship engines, no shield on boss, and charge laser that shot something like every 3 seconds (with reloader and fully trained crew) + two ~6 second ones, I have strong feeling that it could end differently if that bomb would be timed a little earlier. Well, better luck next time, I guess!

---

BTW, I just had bigger laugh of all those during FTL runs, ever:
http://s29.postimg.org/gq6njehed/pan_alien_insult.jpg

Nicely written! My roleplaying imagination of the whole situation worked miracles there. Pan-alien transcultural training, eh? :) It's just a highlight, I'm really fond of many pieces of writing from CE. Many of them could, actually, be a parts of good SF opera novel.

@RussianRockman
WHERE IS DAT HOLE in the center of this engi ship? Seriously though, i really like that graphic (saw it in the original thread already), but my FTL-lore instinct just can't stand engi's ship without hole in the middle. Unless it's the part that should be docking in the hole, and would be called "Engi hole filler" as ship class :lol:

Small bug report:

1. This event in Lanius space seems to lack "idle activities" selector (it just ends after clicking "continue"):
http://s30.postimg.org/wtl0c3tpr/empty_sector.jpg

(Severity: Medium)

2. As someone reported earlier, many encounters in Lanius space still have surrender as only one option available (as in latest version, 1.207b):
http://s24.postimg.org/n0src8lkj/lanius.jpg

Encountered it during many other fights with Lanius'es. Fortunately, we can change our mind and fight anyway from surrender submenu and it works, so (Severity: Minor)

Suggestions:
One of possible results from one-man shuttle heading our way is getting bombs teleported and one member of our crew "dying of wounds shortly afterwards". If you doesn't have it there, I suggest blue option for underused medbay 3, that could save him (I had 2 and it wasn't enough, which I think was OK for such serious injury). Of course, any level of clonebay should be enough to, but I guess you have it already.

BTW, do we have any blue events that require advanced or best clone bay? It seems to me, that for all events lvl of cloning doesn't matter, which is logical, but OTOH, it would be great to have some things that require more advanced cloning bay. Not to mention, that engineering pre-AE clone lab with clone bay lvl 3 as requirement would be cool, too.
Last edited by Estel on Wed Apr 30, 2014 10:10 pm, edited 1 time in total.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.208/Inf 1.208/EL 0.98

Postby Sleeper Service » Wed Apr 30, 2014 9:25 pm

Wow looks like a close finish. But it also seems like you are going to beat it soon. :)

Estel wrote:Last Stand wasn't very good roll - repair stations were faaaar away from base and flagship, and i managed to visit only one, then proceed jumping to base, landing there at the same time that flagship did...

Sector generation for the last stand is actually different on hard difficulty. The Flagship spawns closer to the base and the player might be pressured more.

Estel wrote:WHERE IS DAT HOLE in the center of this engi ship? Seriously though, i really like that graphic (saw it in the original thread already), but my FTL-lore instinct just can't stand engi's ship without hole in the middle. Unless it's the part that should be docking in the hole, and would be called "Engi hole filler" as ship class :lol:

I don't know, maybe that hatch in the middle can open and leads to the other side. Maybe Engi cargo ships do not deserve holes, they might be reserved for proud military vessels, the bigger the better, a symbol of status. But I know what you mean. I think that was brought up when the ship was first released as well. :)

Estel wrote:1. This event in Lanius space seems to lack "idle activities" selector (it just ends after clicking "continue"):
http://s30.postimg.org/wtl0c3tpr/empty_sector.jpg

Will be fixed.

Estel wrote:2. As someone reported earlier, many encounters in Lanius space still have surrender as only one option available (as in latest version, 1.207b):
http://s24.postimg.org/n0src8lkj/lanius.jpg

That is already fixed in 1.208, just forgot to mention it in the changelog. ;)
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c

Postby Russian Rockman » Wed Apr 30, 2014 10:20 pm

Estel wrote:@RussianRockman
WHERE IS DAT HOLE in the center of this engi ship? Seriously though, i really like that graphic (saw it in the original thread already), but my FTL-lore instinct just can't stand engi's ship without hole in the middle. Unless it's the part that should be docking in the hole, and would be called "Engi hole filler" as ship class :lol:


Lol :lol: , I was actually thinking of editing the Shortbread to make it even smaller. That way you won't question why there is no hole. It'll be almost like it fits in the hole of another ship. (Maybe it could be called the Engi "Donut hole" :lol: ). Or Maybe the Shortbread is a baby Engi ship, newly created from Engi ship sex :lol: and it still has to grow.

Engi ships are called "circle" in the games files, not "donut"... Though. I do miss the hole too, but then I actually kind of like the Shortbread just because it was different.

Estel wrote:Suggestions:
One of possible results from one-man shuttle heading our way is getting bombs teleported and one member of our crew "dying of wounds shortly afterwards". If you doesn't have it there, I suggest blue option for underused medbay 3, that could save him (I had 2 and it wasn't enough, which I think was OK for such serious injury). Of course, any level of clonebay should be enough to, but I guess you have it already.

BTW, do we have any blue events that require advanced or best clone bay? It seems to me, that for all events lvl of cloning doesn't matter, which is logical, but OTOH, it would be great to have some things that require more advanced cloning bay. Not to mention, that engineering pre-AE clone lab with clone bay lvl 3 as requirement would be cool, too.


I agree that we should have a few options that require higher level Clone Bays. I feel like people never upgrade their clone bays, but I personally upgrade it to at least level 2 when I have a chance just so my crew doesn't die from one stray laser or bomb. Just watched Vanguard of Valor lose from that on stage 3 of the boss the other day... Quite entertaining.

(Side Note: someone pointed out in the discussion thread that the Slug B is actually better than it was before because it doesn't cone with a Medbay or Clonebay, meaning you can essentially have 1 extra system slot!). Interesting. Never thought about that before. I actually wish more ships were like that now. Engi B???)

I do think the Onboard Clone Lab could actually be put back into circulation. Being able to Engineer it from a level 3 Clone Bay is actually not too bad an idea either. Something I thought would actually be interesting to would be giving it an "upgrade" or making it a different kind of augment that allows you to upgrade your crew's skills (through genetic splicing). The problem with the Clone Bay is that your crew loses their skills right? Well what if you had an augment that could upgrade their skills to whatever you wanted? It could work by just removing, say, your Mantis crew man and giving them back to you with level 2 combat.

You could select which type of crewmember you wanted to increase/change the skills of and then have maybe three options... 1.) Give your crewmember the instinct and fortitude of Mantis and Rock warriors (Lvl 2 Weapons & Combat). 2.) Give your crewmember the adaptability and cunning of Humanoids and Slugs (Lvl 2 Piloting & Shields) 3.) Give your crewmember the wisdom and engineering prowess of Engi and Zoltan scientists (Lvl 2 Engineering & Repair)
Or something like that... I know it's not perfect, but it could be interesting.

It could also work to change your crewmember's skills, so say you got a Combat Engi or Zoltan. You could make them into what they are supposed to be. Their other skills would be erased, but they would get 2 different really good skills that suit them better. If not that then at least maybe you could extend this to the AI Avatar Generator, to generate some AI's with Green level skills in specific things.

Sleeper Service wrote:- Texts related to Mantis ships will no longer describe all them as red


I know not all Mantis ships are red anymore, but I kind of liked the wording of that text. It made the red Mantis ships sound like they were more sinister. Couldn't you have just created a new Ship_List that includes only red Mantis ships? Or at least just drop a red Mantis Minelayer...

Here's a thought, Mantis can be different color snow and so can their ships. Never thought about it before, but maybe that is how Mantis clans are distinguished?

Once the new Mantis ship colors are done Mantis ships will be more blue than red... :? I think you should still try and keep it so that red Mantis ships still appear just as often as others (40-50% of the time).
Last edited by Russian Rockman on Wed Apr 30, 2014 10:25 pm, edited 1 time in total.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.208/Inf 1.208/EL 0.98

Postby Sleeper Service » Wed Apr 30, 2014 10:25 pm

Side-note: There appear to be some problems with the current version, I'll fix that within the hour.
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.208/Inf 1.208/EL 0.98

Postby Estel » Wed Apr 30, 2014 10:38 pm

Sleeper Service wrote:Wow looks like a close finish. But it also seems like you are going to beat it soon. :)


Yea, let the poor captain Vespa from special corps rest in peace. Felt something when I started this very run (It's the Force, Luke! - re-rolled crew variants (which I don't do, usually) 'till I got both humans in black commando uniforms. My son picked color for Mantis. The 2nd human died very early in plasma storm wreckage field incident, but the Mantis and Zoltan lived to the end. Accepted Engi slave as tribute in first sector and fried him, but he decided to join anyway - he become my gunner specialist... Just to be revealed rebel spy in sector 6, apparently, as a part of rebel's really complicated intrigue. He flied to the Rebel Destroyer, just to be killed with rest of attacking crew in the ensuing fight (It's real shame, that you can't spawn custom crew on enemy's ship like you can on player's one - I would love to see him actually serving there during fight, with my 2nd lvl sensor).

I just *love* how the storyline can unfold in CE :) BTW, got the ABADOTH thing correctly, was a nice touch (although, expected some longer, multi-staged quest). Maybe because I religiously read event texts ;) When zoltans "proposed a range of upgrades for serving Zoltan fleet", I expected the new AE's ability to upgrade player's system used in selection menu, just to realize that I got scrap (AIUI, to make the upgrades as I like). I presume this quest was made pre-AE?

Sleeper Service wrote:Sector generation for the last stand is actually different on hard difficulty. The Flagship spawns closer to the base and the player might be pressured more.


Had no idea about it (I purposely keep myself ignorant to such things, before I experience them for the 1st time) - I was, also, a little surprised that it was only 4 normal jumps (2 beacons) away from base, at start. Though that it was a bad roll, but it's a feature, then? :D

But, considering this and the things I saw during fight with the flagship, I completely understand why you've reversed some of the CE's changes (artillery, etc) from boss fight. It would be outright unbeatable on HARD as it is - maybe one person in few years would succeed by some extreme luck. We really need more people to win at max difficulty at least solid few times, before we can think of a way to make final fight more interesting without totally unbalancing it.

/Estel

// Edit
Russian Rockman wrote: Or Maybe the Shortbread is a baby Engi ship, newly created from Engi ship sex :lol: and it still has to grow.=


Then we need a Engi's station made of interconnected ciricles like that:
http://thumbs.dreamstime.com/z/connected-silver-ring-reflective-isolate-2771987.jpg
...heh? ;)

As for text about red mantis, yea, I also liked the wording of that text, it feel. Thats why I've reported it as purely cosmetic thing not to be really fixed, if the color isn't controllable. I remember that the text was different for red and blue Mantis ships in different events ("The red mantis ship is engulfed in similarly red explosion" and "the blue mantis ship is engulfed in red explosion"), which was always accurate re ship that we were actually fighting, so I thought it might be fixable by some trick, without crippling actual event description :) Or it is exactly what Sleeper did, and we just misunderstood the solution?