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 1.099

Postby Sleeper Service » Tue Feb 11, 2014 6:15 pm

MightyKebab wrote:Sleeper, can you start making some "renovations" on auto-ships? the self-destruct business is getting tedious and I don't see how any other ships besides the satellite could blow themselves up. I missed those old days back in 0.95-99 when you'd fight auto ships without engines/helm. Today, it's all about hitting their helm and THEN they proceed to self destruct. Everytime.


I don't entirely get that. I don't see why automated, unmanned ships should not be capable of self destruction. Actually that the first thing I'd equip with such a mechanism. Also: Do we speak about auto ships or auto stations here? Cause there where never any auto ships with no helm, obviously. There are still plenty of auto stations that can't suicide though. Maybe you just had monotone event roles lately?

slowriderxcorps wrote:whenever I run into a Rebel Cruiser ship, it feels like its reactor is heavily underpowered compared to the rest of the ship, as in it can't seem to power everything at once.


Aha, cruisers seem to be fine, but battle-cruisers are indeed understocked in starting power. Nice find. :) On a side note: The last biohazard lets play showed that the polish kit version of the Zoltan Defender does not feature working weapons. I think that was weapon mount related, but has been fixed in CE some time ago. You might want to look into that.

Mr. Mister wrote:You should probably separate a bit the weapon mounts of this slug ship.


Yeah, that's somewhere on the list for some time...
User avatar
slowriderxcorps
Posts: 454
Joined: Thu Apr 25, 2013 8:42 am

Re: FTL Captain's Edition 1.099

Postby slowriderxcorps » Tue Feb 11, 2014 6:22 pm

Thanks for pointing that out, Sleeper. For some reason, it was labelled as having a Weapon/Drone Slots count of zero.. And now I need to look up who this person is and see these videos. :P
ImageImage
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Tue Feb 11, 2014 6:35 pm

Mr. Mister wrote:On the subject of slaver surrenders: Apart from the outcomes that can lead to him joining your crew anyway, is there any other positive outcome for liberating the slave? Like, maybe you should integrate the outcomes for bringing him to his family (just dropping him in a near station and recieving the payment via credit card) from the vanilla rescue event.


I kind of like this idea. I don't always want to be evil and force the slave to work for me, but it does seem like such a waste to just return the slave to their home. Would it be possible for them to pay us a tiny amount of scrap or resources equivalent maybe to what you would have gotten from a surrender? Or maybe even give us a quest? That would be very neat.

Oh and I just had another thought... What if sometimes when you forced someone into slavery they would try to buy their way out saying thy came from a family of wealthy traders or mine owners?
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.099

Postby Estel » Tue Feb 11, 2014 7:02 pm

MightyKebab wrote:Sleeper, can you start making some "renovations" on auto-ships? the self-destruct business is getting tedious and I don't see how any other ships besides the satellite could blow themselves up. I missed those old days back in 0.95-99 when you'd fight auto ships without engines/helm. Today, it's all about hitting their helm and THEN they proceed to self destruct. Everytime.


Actually, i like this feature, but sometimes, it seems to be working *wrong*. Like, when auto-satellite on sector 1, with 1 engine lvl, self-destructs 7-9 seconds after announcing it. It's a little too fast, IMO. For later sectors (5 up), it's OK - those 7-seconds destructing things make battles with them more exciting ;)

I also don't agree, that it happens "every time". Actually, I had many battles with other results - like, it offering surrender and joining my crew as holo avatar etc, or just fighting to the end.

Side note - I really like event text, when you decide to pirate/break truce with someone as non-slug, crew mutiny, and you have AP drone. Really :D It's a pity, that "retribution" in case we ever sell/remove that drone, isn't possible to implement.

/Estel
Kartoffelr
Posts: 72
Joined: Sat Dec 28, 2013 2:07 pm

Re: FTL Captain's Edition 1.099

Postby Kartoffelr » Tue Feb 11, 2014 7:07 pm

Was something changed in the way FTL generates the systems?
In the last weeks i experienced maps with "inaccessible areas". I had that before using CE, too, but much rarer.

5.jpg


Also, there is this UI glitch when a lot of text lines meet - the box is too small.
6.jpg
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.099

Postby Sleeper Service » Tue Feb 11, 2014 7:23 pm

Haha, funfact: That was possible for piracy outcomes since, well, piracy existed. ;)

Estel wrote:Actually, i like this feature, but sometimes, it seems to be working *wrong*. Like, when auto-satellite on sector 1, with 1 engine lvl, self-destructs 7-9 seconds after announcing it. It's a little too fast, IMO. For later sectors (5 up), it's OK - those 7-seconds destructing things make battles with them more exciting ;)


You might not believe it, but auto satellites always self-destruct after the same time and it's definitely not 7 seconds. Auto ships self-destruct depends on their engine lvl, but so low times a still impossible I think.

Kartoffelr wrote:Was something changed in the way FTL generates the systems?
In the last weeks i experienced maps with "inaccessible areas". I had that before using CE, too, but much rarer.


Just happened to me once in my whole FTL history. Highly unlikely that CE can cause this, I'd assume that beacons are just randomly distributed and then filled with events. I really doubt mods can interfere with that. *shrug*
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Tue Feb 11, 2014 7:42 pm

Sleepy, targetting jammer didn't work on me on the third flagship phase, despite event text saying it did. Both remaining artillery mounts seemed fully functional.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.099

Postby Sleeper Service » Tue Feb 11, 2014 8:08 pm

Yeah, cause targeting jammer currently does not affect artillery. You need an internal effector to disrupt that. I know, that's kind of odd. Might add a global artillery disruption to the weapon jammer... Never the less, it would not take off one of the weapons, just increase their cooldown. The flagships weapon function like player artillery.
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Tue Feb 11, 2014 8:27 pm

Sleeper Service wrote:Yeah, cause targeting jammer currently does not affect artillery. You need an internal effector to disrupt that. I know, that's kind of odd. Might add a global artillery disruption to the weapon jammer... Never the less, it would not take off one of the weapons, just increase their cooldown. The flagships weapon function like player artillery.


Good, as otherwise there's no point in even having the targeting jammer option there.
The Captain
Posts: 388
Joined: Thu Mar 28, 2013 1:44 am

Re: FTL Captain's Edition 1.099

Postby The Captain » Tue Feb 11, 2014 10:45 pm

"During the conversation the Rockman says it is content to serve under your command, as you do not judge it by its low cast*." - caste

'The Rockman complains that you could have done better in some of the recent battles. "You shall contemplate on* your tactics, Federation Captain." ' - I think "should reflect on" or "should rethink your" would be better: "shall" is giving a command to the captain, which is wrong; "should" is a suggestion; "rethink" seems better to me due to the Rock's opinion that tactics should change.

"During the conversation the Rockman reveals that several members of its family died by the hand* of the Rock Grand Inquisition." - :cry: "at the hands"

"The Rockman explains that many of their* former friends only** treat them* as heretic* for joining the Federation." - 1) "its" instead of "their"; "it" instead of "them"; "a heretic"; 2) not sure why "only" is here, it could be removed.

Edit: So the Dual Shot Laser Mk I and the Old Dual Shot Laser are both 2 shots, 1 power, 10 sec cooldown? Just wondering why that is.

Who is online

Users browsing this forum: No registered users and 12 guests