Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97c
Posted: Wed Apr 30, 2014 12:32 pm
I suppose now is the time to rip apart the XML and see how they work, individually
Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
https://www.subsetgames.com/forum/viewtopic.php?f=11&t=15663
New Guy wrote:I suppose now is the time to rip apart the XML and see how they work, individually
New Guy wrote:But we need more time-based Chain weapons (vulcan types).
Russian Rockman wrote:The drone_targetable tag only seems to work one way. E.g. it can make a laser weapon into a missile for drone targeting purposes, but not vice-versa. At least I know it can't make a laser completely untargetable. Apparently though since the swarm missiles now use this tag I assume it works on non-burst weapons? Other attributes might work the same way on other weapons.
Russian Rockman wrote:At least I know it can't make a laser completely untargetable. Apparently though since the swarm missiles now use this tag I assume it works on non-burst weapons?
Russian Rockman wrote:Every enemy i face in vanilla up to sector 3 always seems to have a Leto missile. Consistently... Is there like some sort of algorithm you using Sleeper? Seriously, I don't have a good enough grasp on weapon rarities and such to know how stores enemies generate their weapons. Is there a good tutorial on that somewhere?
Russian Rockman wrote:I honestly have no idea how Sleeper keeps Captain's Edition even remotely balanced. Like it doesn't seem any "less" balanced than the original game.
Kaerius wrote:New Guy wrote:But we need more time-based Chain weapons (vulcan types).
I'd like to see more non-cooldown chain weapons... like chain fire chance, shield pierce, etc.
Heck a projectile chain weapon would be cool. Like chain +1 projectile(with a cap around 4 or 5). Say 1 damage, 13 sec cooldown, starts with 1 projectile, gains one every time it shoots to a max of 5.
... sidenote: I'm working on a mod with this... a procedurally generated weapon mod that will be absolutely huge...
New Guy wrote:Kaerius wrote:New Guy wrote:But we need more time-based Chain weapons (vulcan types).
I'd like to see more non-cooldown chain weapons... like chain fire chance, shield pierce, etc.
Heck a projectile chain weapon would be cool. Like chain +1 projectile(with a cap around 4 or 5). Say 1 damage, 13 sec cooldown, starts with 1 projectile, gains one every time it shoots to a max of 5.
... sidenote: I'm working on a mod with this... a procedurally generated weapon mod that will be absolutely huge...
Wait. It's possible to chain those other attributes?
Sleeper Service wrote:OK here is the secret: Most of CEs gear matches vanilla weapons in DPS/powercost and other values. The Peryton is basically a Artemis, High tier Light Lasers match the damage potential of the Anti-Bio Beam, the Plasma Throwers are basically Fire Beams in disguise and so on. Does not always work out perfectly, especially with weapons that do new things, but it is a good starting point.
Kaerius wrote:Wait. It's possible to chain those other attributes?
I sure hope so, haven't reached a testing phase yet, mostly because I've been swamped with real life work.
We already know damage and cooldown are possible to chain.
Kaerius wrote:I sure hope so, haven't reached a testing phase yet, mostly because I've been swamped with real life work.
We already know damage and cooldown are possible to chain.
Russian Rockman wrote:The hard part about keeping the balance then it seems is keeping the proportions the same between the different weapon types. For example, it seems like we are getting a little high on the number of beam weapons we have now and a little low on the number of ions.