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

Distribute and discuss mods that are functional. Moderator - Grognak
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Wed Feb 12, 2014 1:08 pm

Regarding bombs: sleepy, maybe you should greatly speed up the detonation animation of the enemy bio-bomb. Currently it's up there with the big bombs, which balance-wise doesn't make much sense as it only proves effective when there's crew in the room, and you have way too much time to get them out of there like that. You can extendthe explosion animation so it tells you you might have just lost a Zoltan in that room though, that's fine.

The player's version is fine, since enemies won't escape from rooms being bombed, but the enemy version should be the fastest of all bombs. It even makes sense because the launcher model is that of the small bombs, with that thing at the side, so maybe the player's version should be modified too.

Man, how much would the gameplay get enriched if AE introduced individual shot targeting for burst weapons.

And speaking about that: did you ever report to the devs that multi-shot bombs only fire a single shot when targeting your own ship?

EDIT: Here's an idea for a positive Zoltan conversation outcome: he tells you he sneezed while the ship was performing the last jump, and that studies/theories/legend says that such a thing can cause temporal displacement problems. You check the beacon's clock and, surprise, you jumped back in time a bit, but not enough to get in contact with your former selves. (Rebel fleet doesn't advance).
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Sleeper Service
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Re: FTL Captain's Edition 1.1

Postby Sleeper Service » Wed Feb 12, 2014 9:55 pm

Looks like a relevant version number, but the changes where mostly various small fixes.

Thanks once more for all your reports. This is all very helpful.


1.1
- Some new events and outcomes added at various point throughout the game
- AE: One augment added
- Weapon Jammer now slightly affects enemy artillery as well
- All new nebula type hazards now completely scramble your sensors
- Slug engineering options changed
- Crystal Vengeance can no longer be acquired through conversations
- Crystal Vengeance can now be engineered
- You can now converse with your crew after checking engineering options
- You can bow decide to use production augments after considering to socialize with you crew
- HE: Two new hazards added
- Your impulse engines now will allow you to escape radiation zones after a certain amount of time
- Drone Carriers and Drone Harbors starting drone power/weapon power further reduced
- Drone Carriers and Drone Harbors ammunition reduced
- Engi AI Ship from civilian list removed
- Auto enemies selfdestruct start health range increased
- Elite Battlecruisers are no longer lacking power to run all their systems
- Quest drone merchant no longer claims to pay an advance
- Slug surrenders now always allow you to let the enemy leave
- Buying Recon Drones from weapon traders works correctly now
- AI boarding event fixed
- Slug interceptor weapon mounts rearranged
- Rebel Corvette weapon mounts rearranged
- Energy interceptor invisible shield bubble fixed
- Auto interceptor invisible shield bubble fixed?
- Rock unlock quest rewards you with Titanium System Casing instead of Rock Plating now
- A lot of small fixes
- Some typos fixed
Mr. Mister
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Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Wed Feb 12, 2014 10:14 pm

I'm not asking for spoilers, but where would I have more chances of finding the new hazards? I would assume that the one you reased a little back would be in Hazard Sectors, and if the other's what I think it is, then it might be there as well and maybe Zoltan sectors/homeworlds.

EDIT: Something that I realised: any change you make regarding beacon event list distribution/quantity on the new sector types would require an update on the Custom Music addon, right?
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Sleeper Service
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Re: FTL Captain's Edition 1.1

Postby Sleeper Service » Wed Feb 12, 2014 10:25 pm

Mr. Mister wrote:EDIT: Something that I realised: any change you make regarding beacon event list distribution/quantity on the new sector types would require an update on the Custom Music addon, right?


Yeah, but only if the changes effect the new sector types. All the other sectors have no entries there. There rarely has to be anything changed there. I have an eye on that, don't worry. I guess you ask because of the nebula mass change in the last update? That was a kind of controversial change anyway, but right, that will be overwritten by the music addon. Apart from that little usually changes in sector data, as new events just can be added to existing lists and that requires no changes in sector_data.

Code: Select all

---------- Secret Data Ahead - Captains Eyes Only --------------

















You can find both new Hazards in Zoltan Sector. One is very common, the other is currently rather rare and has a small chance to appear in the Hazard sector as well.
Mr. Mister
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Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Wed Feb 12, 2014 10:37 pm

Took a look at the background folder, and seems like the one starting with A has the nebula warning symbol in it as well, which I would think is added automatically by the game, unless they're not really nebula beacons. If it isn't added by the game (I honestly can't remember), then it's a bit strange that none of the other nebula-resemblant hazards' bacgrounds have that symbol.

I can see the second hazard being appearing in Hazard Sectors - hell, some of their names would make you think so. As per the first hazard though, two more tings: 1-It took me five minutes to realize the symbol was a magnet and not a freakin' smiling chaman (maybe you should leave the magnet only and remove the field lines), and 2-it would look like it would be more appropiate as a Zoltan homeworlds-only event, but I guess that would make it a tad bit too rare.

That is though, assuming that those two are the hazards you implemented, because I'm counting three new hazards from the backgrounds, so unless I missed one of them, you're just including unincluded stuff, right? Makes you consider that maybe you can make an ion-focus beam.

EDIT: Yeah, after some consideration I assume that you haven't included the one starting with b yet, as it would make no sense to have it only in Hazard AND Zoltan sectors. Maybe in the future you can include it in Rock sectors too apart from Hazard ones, because star activity, or even put no more than one in INdustrial sectors, because free dumpster.

Also, does that mean that you updated the CE-music addon or not?
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Estel
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Re: FTL Captain's Edition 1.1

Postby Estel » Wed Feb 12, 2014 10:46 pm

46,1 MB? :shock: Wow, mod quite increased in size with this last update. Anyway, thanks a lot for implementing fixes so quickly, and of course always more than happy to report them, ASAP.

Sleepy, out of curiosity - haven't you had some proposition from FTL creators to take professional part in designing some aspects of AE? I guess something lime 70% of interest in FTL comes from CE nowadays, it's quite like zDay for Arma.

Cheers,
/Estel
Mr. Mister
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Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Wed Feb 12, 2014 11:00 pm

Not really, Estel. CE indeed attracts most of the interest on FTL modding, but not on FTL itself. You'd be surprised at the amount of people who still play on easy, to put it in some way, and there's still new players every week.

Sleepy, I believe I need not tell you that the second background for the A hazard is... not that great, it looks like the source is of lower resolution. The first one is a bit nonsensical too, but it's okay because it's pretty and cool. I believe you were going for something like this? (click to go to the DEviantart page with a higher-res version).
Image

Also I stumbled upon this. Put it sideways and awesomeness served for whatever you want it to be:
Image

The Space Art section of Deviantart is quite good. I also recommend you take a look at GTgraphics.de, most of my desktop backgrounds are from there.
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Sleeper Service
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Re: FTL Captain's Edition 1.1

Postby Sleeper Service » Wed Feb 12, 2014 11:28 pm

Nah, all the hazards that have images are implemented, the third one you pointed to was added long ago. That was mentioned in the changelog, but it's pretty rare to come across it. Look at the edges of space. ;) Now that you say it, Rock sectors could indeed be another place to rarely spawn that hazard. Considered. I like how the different hazards contribute to set sector types apart. They start to feel more like different regions of space. The hazards also imply that the factions like to settle near in certain galactic environments.

Mr. Mister wrote:Took a look at the background folder, and seems like the one starting with A has the nebula warning symbol in it as well, which I would think is added automatically by the game, unless they're not really nebula beacons. If it isn't added by the game (I honestly can't remember), then it's a bit strange that none of the other nebula-resemblant hazards' backgrounds have that symbol.


None of the nebula type hazard happen in conjunction with an actual nebula hazard, so the game does not add any signs there. I added the sign for sign for this hazard cause it can be found within regular vanilla nebula. Didn't think much about it. Could be also added to the all the other nebula type hazards I guess.

Mr. Mister wrote:Also, does that mean that you updated the CE-music addon or not?


Nope, I didn’t.

Mr. Mister wrote:Sleepy, I believe I need not tell you that the second background for the A hazard is... not that great, it looks like the source is of lower resolution. The first one is a bit nonsensical too, but it's okay because it's pretty and cool. I believe you were going for something like this? (click to go to the DEviantart page with a higher-res version).


@: This all looks great, but is it free to use? I'm reluctant to just take peoples art unless it's clearly creative commons stuff or stated that it is free to use. Compared to FTL actual backgrounds the stuff I took still holds up I'd say. *shrug* I'm willing to renovate that backgrounds if there is some good free to use stuff.

Estel wrote:Sleepy, out of curiosity - haven't you had some proposition from FTL creators to take professional part in designing some aspects of AE? I guess something lime 70% of interest in FTL comes from CE nowadays, it's quite like zDay for Arma.


:D I wouldn't say no to that, but let's be serious: I'm neither a coder nor a real graphic artist and xml editing is kind of the lowest level of FTLs design process. And I agree with Mr. Mister that CE does not reach the majority of FTL player anyway. This is clearly not a mod for the masses, which I'm totally fine with. FTL is Justin and Matthews game, I doubt they actually require any help that they couldn't get from people way more professional than me. I would also assume that AE will demonstrate how much more you can actually do with the engine if you have control over the code, something I know absolutely nothing about. On a sidenote: For fun, I did apply as xml editor for Rimworld some time ago. Tynan was quite impressed by CE, but primary needs people that can code. Still an interesting game he is making there...
Mr. Mister
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Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Wed Feb 12, 2014 11:40 pm

Guess it might be a matter of asking... the only one under Creative Commons ( http://www.deviantart.com/digitalart/pa ... commons%22 ) worth using is Fuer Star.
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Estel
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Re: FTL Captain's Edition 1.1

Postby Estel » Thu Feb 13, 2014 12:09 am

Sleeper Service wrote: :D I wouldn't say no to that, but let's be serious: I'm neither a coder nor a real graphic artist and xml editing is kind of the lowest level of FTLs design process. And I agree with Mr. Mister that CE does not reach the majority of FTL player anyway. This is clearly not a mod for the masses, which I'm totally fine with. FTL is Justin and Matthews game, I doubt they actually require any help that they couldn't get from people way more professional than me.


The 100% of people that I know and 70% of people that I heard about started FTL with CE since day 1. Those who didn't, switched to it after some time and getting familiar with the basics. While it may be subjective, considering Impact the Let's Play have, you may be underestimating the [strike]power of the dark side[/strike] influence your mod have. I'm pretty sure that less than 1% of people using it actually read this thread, and less than 10% of those reading actually post something. Heck, even your own problems with CE hitting bandwidth limit on every free server you have tried, tell something.

As for my question about FLT authors contacting you - I'm aware that you can't code, I was rather thinking about designing gameplay. The fact that xml editing is so limited speaks even better about the ultra-awesome things you have achieved with CE. I can imagine, that if you would be teamed with someone who could implement your ideas at code side (and have access to said code as FTL - sadly - isn't based on "pay once" FOSS mode) it would be even better ;)

This all, of course, is said with complete respect for Justin and Matthews, who seem like really nice guys and indie devs. I was quite skeptical at beginning (due to no plans of releasing vanilla FTL source code - i'm rather used to Indie dev models used by, for example, Introversion Software, where source code of every game they make is released some time after creating game - and it doesn't seem to negatively affect their incomes, inf act it's equally the opposite), but after realizing that they're going to release AE free for PC FTL owners, I have all the respect for those guys.

Cheers,
/Estel

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