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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Sleeper Service
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Re: FTL Captain's Edition 1.098

Postby Sleeper Service » Sat Feb 08, 2014 9:14 pm

It's impossible to change backgrounds mid event. Also without a working medbay, Radiation events become more dangerous in general, for example if you jump there with injured crew and damaged engines, low life support to start with, or if you happen to jump to two consecutive radiation events. This might actually put you into more dead-end situations than the unlikely case of jumping there when out of fuel.

It also feels quite odd to disable the medbay. Of course you can make some reasons up for why this happens, but it still feels forced. Slugs sensing the crew over at the husks is kind of odd as well.

Still might put in slow riders solution... Although it's hard to make it obvious that the event will eventually let you go. Players that do not read the description might think that they are stuck anyway. Even when the event clearly tells you that you try to get away from the radiation zone or whatever... players might loose trust that this is actually happening, and might just quit after waiting a minute with nothing going on but the crew slowly dying. :| And on the other hand, knowing that you will eventually be released might just make this whole radiation thing feel a little like a scare crow. *shrug*

Estel wrote:3. Finding derelict ship in nebula results in boarders beaming to our ship - they try to capture in place of they destroyed vessel, just like mantises/pirates/whatever close to the sun. So, we can assume, that they would be taking their stuff with them, just like sun-huggers. Still, no reward is given for dealing with them. (Severity: Medium)


Yeah, you can stop reporting these, I do not plan to reward the player every time there are some boarders incoming, even it seems remotely plausible that they bring free stuff. Balance reasons. ;) There will be selected boarding events with some rewards and usually higher difficulty. Thanks for the reports by the way, already went through the first batch.
Last edited by Sleeper Service on Sat Feb 08, 2014 9:22 pm, edited 1 time in total.
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slowriderxcorps
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Re: FTL Captain's Edition 1.098

Postby slowriderxcorps » Sat Feb 08, 2014 9:17 pm

Currently in a test playthrough that's going nicely. Things of note worth asking about are of Nebula fights that clear your Sensors afterwards despite, well, being in a nebula, and the Slug Blackmarkets. Is it intentional that you can't fight them at all, unlike the Pirate Blackmarkets?
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Sleeper Service
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Re: FTL Captain's Edition 1.098

Postby Sleeper Service » Sat Feb 08, 2014 9:31 pm

Yeah that is kind of from way back. I wanted to imply that they are somewhat close to an actual store but that is not telegraphed nicely right now. Might still get an attack option.

Do you remember which events had the sensor resets? Thought I got these...
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slowriderxcorps
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Re: FTL Captain's Edition 1.098

Postby slowriderxcorps » Sat Feb 08, 2014 9:34 pm

The one that I remember clearly was a pirate offering scrap in exchange for a crew member, despite it being in a nebula beacon. I also just had a crash upon trying to access the beacon map on entering a Pirate sector, Outlaw's Den/Turf..
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Sleeper Service
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Re: FTL Captain's Edition 1.098

Postby Sleeper Service » Sat Feb 08, 2014 9:55 pm

OK, resolved that crash. Update necessary I guess...
Mr. Mister
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Re: FTL Captain's Edition 1.098

Postby Mr. Mister » Sat Feb 08, 2014 9:56 pm

Sleeper Service wrote:lso without a working medbay, Radiation events become more dangerous in general, for example if you jump there with injured crew and damaged engines, low life support to start with, or if you happen to jump to two consecutive radiation events.


...which means you can choose: risk jumping straight away, or risk waiting until your thrusters get you out of the zone and you can heal up everyone and restock on oxygen.

Because let's face it: currently, and unless you're out of fuel, fight-less radiation zones are a joke, and their only danger comes from consequtive appearances too. This way you'll only accentuate their already single strong points.


It would also make fights against non-autoships more interesting. Do you rush their ship's destuction, or risk aiding the clouds kill their crew?
ikeelyou300
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Re: FTL Captain's Edition 1.098

Postby ikeelyou300 » Sat Feb 08, 2014 10:05 pm

Estel wrote:As for lore discussion about AI - they were not created by Zoltan's only, but by Engis, too. There are AI ships that resemble Engi's vessels. In sector-entry text, it is also stated that Zoltan's and Engis are known for creating AI's, that sometimes get rogue (Engi's are AI of they own, but, hey, we're also creating robots that try to resemble us ;) ). I don't buy the idea of Engi being create by Zoltans - it feels far beyond league of even mighty greenies.
[/quote]

I suppose you're right. It's possible the Engi could have evolved on their own but I think they must have been created by "someone" perhaps a civilization absorbed by the Lanius long ago. And if I recall the Engi seem to wonder ablution who created them, which makes me think that they must have been created by someone, but you're probably right. Not the Zoltan.


Sleeper Service wrote:It's impossible to change backgrounds mid event.


Are you %100 sure about that? You can create a hazard in the middle of an even as seen with the flagship. That kind of changes the background. I know it's not the same thing, but are you %100 sure?

Sleeper Service wrote:Slugs sensing the crew over at the husks is kind of odd as well..........
Still might put in slow riders solution... Although it's hard to make it obvious that the event will eventually let you go. Players that do not read the description might think that they are stuck anyway. Even when the event clearly tells you that you try to get away from the radiation zone or whatever... players might loose trust that this is actually happening, and might just quit after waiting a minute with nothing going on but the crew slowly dying. :| And on the other hand, knowing that you will eventually be released might just make this whole radiation thing feel a little like a scare crow. *shrug*


Simple fix for the slug thing. I did this when I was trying to hide the 5th artillery room on the flagship. You can just spawn as room below the actual ship in the middle of space and off screen! What I mean is you can go into the XML and txt files and just make a new room that is something ridiculous like 25-50 tiles from the origin. This will make a room that is off the enemy window and you can put a cockpit there. Supposedly this will spawn the crew here because I think they always spawn in the cockpit room 1st. Also prevents you from teleporting and killing him because you can't select or even see the room.

And as far as communicating the situation to the player, it shouldn't be too hard to put in the text that if you can survive the radiation for a couple minutes you're backup thrusters might be able to get you out of there. I think this whole system might make the radiation events work better regardless of whether you don't have fuel. You could just give the husks or "shipwrecks" like 3 ftl jammers and have them lower you're engines by 1/2 power as normal for industrial cloud events. This event could also probably use something like a few boarders from the previous shipwreck who a desperate to give you something else to do while waiting to get irradiated. AND explains why the ship is "hostile". I love the concept of this event, but to me it was the least annoying of all the industrial cloud events and it just gave me some time to calmly repair my ship.


Sleeper Service wrote:I do not plan to reward the player every time there are some boarders incoming, even it seems remotely plausible that they bring free stuff. Balance reasons. ;) There will be selected boarding events with some rewards and usually higher difficulty.


And finally, while were talking about boarders. I love what you've done with the boarder rewards. Increase the difficulty on them and make some of them give you rewards so it doesn't seem as monotonous and pointless just fighting them off. The special boarder events where there's no ship should really encourage you to upgrade doors and should feel like more of a challenge then a chore. I'm not sure if you should even get rewards for the boarding events in the nebula though. Just because those events are so mysterious and it doesn't even seem like the boarders are trying to take over your ship. They just seem like a general expected risk in the nebula as opposed to the other boarding events.
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slowriderxcorps
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Re: FTL Captain's Edition 1.098

Postby slowriderxcorps » Sat Feb 08, 2014 10:14 pm

Just a couple more random things to ask of.
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First is probably unfixable, and that's the alignment of the Oni missile launcher in its window. I get the feeling that the height of it is fixed for all weapons, and so by default all weapons as chunky as it will always look weird in the window.

The second is.. is it intentional for a Rock sector to have that many stores? I'm not complaining, it just took me by surprise.

EDIT: Okay, nevermind. That's an error on my side, the stats for the Rock sector beacons was altered at some point in the past and weren't updated. x.x
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Mr. Mister
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Re: FTL Captain's Edition 1.098

Postby Mr. Mister » Sat Feb 08, 2014 10:21 pm

Yeah slowy, I've been struck by the rocky economy skyrocketting for a while now.

8 stores I visited once. Not so great when you're trying to get away from the fleet and running out of fuel but don't have any scrap.
rhaining
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Re: FTL Captain's Edition 1.098

Postby rhaining » Sat Feb 08, 2014 10:47 pm

Bug report, v1.096. Playing Stealth A, with 3 weapons system power. Fought an enemy (airless but crewed by holograms) which disabled 1 weapons system power, so I was powering a single weapon that cost 2 power. I then received 1 point of damage to my weapons system, which damaged the 3rd point of weapons system power (not in use because it was ionized due to the enemy ship hack/augment). This disabled my 2 power weapon, and I was unable to power it again, despite having enough reactor power. It kept saying, "not enough system power". The system had two blank/undamaged/unionized spots, plus a 3rd spot being repaired, and I had more than 2 reactor power available, but I was not allowed to power a 2-power-cost weapon. When I repaired the 3rd weapons system power, it then showed 1 point of hacked/unavailable system power, and I was then able to power my 2-power-cost weapon.

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