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

Distribute and discuss mods that are functional. Moderator - Grognak
allanpike
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby allanpike » Sun Apr 06, 2014 10:33 pm

So, I don't seem to be able to get the mods to work. Captain's Edition alone works fine, but when I attempt to add the other ones, I get told that there 'Clobbering' by Slipstream, and they don't work. Does anyone know what's going on, and how to fix it?
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Estel
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Estel » Mon Apr 07, 2014 5:19 am

RTF first post and load them in correct order? also, RTFM of Slipstream mod manager, and proceed to properly delete old backups of FTL before installing new version/updating, then, reinstall again?
Russian Rockman
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Russian Rockman » Mon Apr 07, 2014 7:54 am

Estel wrote:LOTS OF TEXT


I think you should bring all of your balance concerns to the attention of slowriderxcorps, perhaps he can implement them in the sMPK. Also, perhaps some of your requests for changes to CE weaponry might get changed by him. Sleeper wants to do his own thing though and I understand why.

I agree with yo on several points, just maybe not to a certain extent.

I think that the Lanius ship should definitely have it's own quest, I'm very disappointed about that.

Regarding the copses mod, I think it is cool, but It would be really hard to implement. And since some ships can use "random" crew generation now, it might not be consistent with all the ship models. A human floating out of an all Mantis and Slug pirate ship...


Re: Bugs

I think that the Black Market trader should also still allow you to still buy the other weapons if you don't like the weapon he is selling. Also, I noticed that he can sell you an ion boarding drone which is probably the most useful of the 4 choices. It would be nice if there was some diversity to the list of weapons he can offer you, using some more of the new AE stuff like the shield drone. Also, the chaff launcher could maybe use some of the scrap projectiles or maybe even the flak mechanic from AE.

It's unfortunate that the Effector type hacking makes it impossible to get system bonuses. Kind of interesting though, makes things more complicated. If that is actually the case.
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slowriderxcorps
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby slowriderxcorps » Mon Apr 07, 2014 8:59 am

The hacked system losing its manning bonus seems to be a universal thing that has appeared with AE: it happened to me in the pirate engine hack event in vanilla. It's.. kind of unreasonable, actually.
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Mr. Mister
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Mr. Mister » Mon Apr 07, 2014 10:36 am

Yo, I've been quite busy with sutdies for a few weeks and I haven't been able to play FTL for that time, nor try AE (gonna give it a go now), so I'm not 100% up to date on what new modding potential it has brought, but reading a bit diagonally the latest pages, so just one quick question: what stats can be dynamically altered on chain/charge/whatever weapons? Only reload time and/or shots per reload, or more things too? I sure wish most stats could be altered like that: a long beam with an increasing cutting speed, a focus beam with increased shield piercing, an antibio/gas/radioactive/nanoswarm bomb with increased crew damage...

While a new player would indeed be confused as to why swarm micro-missiles don't have AoE, Sleepy is right in that having AoE would make them too strong (note: haven't played AE yet, but I suspect the hull damaeg is the same and AoE only applies to system and crew damage and fire/breach chances). In fact, I suspect even in sMPK (where they have only 2 shield piercing but gain 1 hull damage) they would be too strong IMO, unless slowy reduced their hull damage back to CE's value. I'm not sure what's the best course of action there.


On system effecting disabling manning: I know that limit to, reduce by and halve are the three commands by which you can partially disable systems, but is the "restore" command simply "reduce by 0" or is it a fourth one? Because if it is a fourth command, I'm curious if a "limit to 0" could disable manning without limiting the system's power output.
imca
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby imca » Mon Apr 07, 2014 10:47 am

May I make an augment/system suggestion?

Have you considered one that would let us make jumps/not get a game over without a pilot/crew like a lot of the automated ship mods that are around?
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Sleeper Service
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Sleeper Service » Mon Apr 07, 2014 11:23 am

Would be cool, but that status can only be given to a ship at game start. Not doable with an aug.

Mr. Mister wrote:On system effecting disabling manning: I know that limit to, reduce by and halve are the three commands by which you can partially disable systems, but is the "restore" command simply "reduce by 0" or is it a fourth one? Because if it is a fourth command, I'm curious if a "limit to 0" could disable manning without limiting the system's power output.


Not sure what you are aiming at here. The command that restores thing is the "clear" tag. Limiting the system with 0 will disable the system entirely. Not sure if system levels due to manning are still applied then.

Russian Rockman wrote:I think that the Black Market trader should also still allow you to still buy the other weapons if you don't like the weapon he is selling. Also, I noticed that he can sell you an ion boarding drone which is probably the most useful of the 4 choices. It would be nice if there was some diversity to the list of weapons he can offer you, using some more of the new AE stuff like the shield drone.


The original options are there because these items where to specialized to be of much use to every ship and I did not want them to clutter the shops. The intruder drone is there cause I can not make copies of it to even out shop probabilities. I'm generally not in favor of derandomizing FTLs loot too much, so the trader will only offer specialized niche gear or gear that is otherwise too rare.
Mr. Mister
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Mr. Mister » Mon Apr 07, 2014 11:42 am

Sleeper Service wrote:Not sure what you are aiming at here. The command that restores thing is the "clear" tag. Limiting the system with 0 will disable the system entirely. Not sure if system levels due to manning are still applied then.

Woops, my mistake: I meant "reduce by 0". It could be used as a way to take away manning bonuses without actually reducing the system's power output, if it works. Interesting, wouldn't it be? You could replace the internal effector with an aug that prevents the enemy from gettin engines, weapons and shield manning bonuses (it probably should let the cockpit alone).
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Sleeper Service
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Sleeper Service » Mon Apr 07, 2014 11:58 am

Hm not sure if that would could work like that. Do you want to test this?

Stuning crew has that effect by the way. One of the many applications of the new Neural Stunners. ;)
Logodum
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Postby Logodum » Mon Apr 07, 2014 1:11 pm

This mod is great, but I can't find the new AE stuff. I played about 5 games, all to sector 8, and I only seen the new systems on the Flagship and Lanius ships. The only new weapons I have seen, was the chain laser and ion stunner, but never found the new weapons on enemy ships.