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

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Captain Trek
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby Captain Trek » Thu Nov 19, 2015 10:39 am

I actually disagree that using the exploit is necessary (Hell, I didn't even know it existed until you brought it up just now). Sure, it would be nice if the Stealth B could one-shot the entire ship like in vanilla, but having it be able to one-shot the weapons room (something, you'll remember, the naginata beam wasn't able to do) is a reasonable compromise. This will generally allow reloading before anything too threatening is brought back online. Obviously you're screwed if the enemy ship has decent drones, but you're just as screwed when that happens while you're flying the Stealth A. And really you were pretty screwed encountering drones in the nagi/ifrit Stealth B anyway.

As you said though, it behooves us both to actually playtest the new maul-armed Stealth B and report back. I shall do so later this evening.

As for Crystal Vengeance, I agree it totally sucks (and has always totally sucked), but I disagree that the Rock C needs the piracy options from Rock Plating in order to be competitive. The ship, I found, is plenty strong enough to manage just fine without them. Indeed, it's a credit to this mod that non-piracy ships don't fall behind the scrap curve and piracy ships instead pull ahead. That does serve to make piracy ships a bit more powerful than they otherwise would be, but the reverse would've just been frustrating and might well have served to torpedo the entire mod.

EDIT: Tried the new Stealth B and died in sector 2 to an autoship with Titanium System Casing that, after my maul shot into its weapons didn't take them out, blew out my weapon bay with an artemis and set it on fire. After that I was screwed. Interestingly, if I'd been using the naginata I wouldn't have died here, as it was an unshielded autoship with low hull. Overall though, the blow up the weapon room concept seems to work, barring RNG of the sort seen above. Most ships take three shots, which can make fights take longer than with the nagi on ships where the nagi can hit five or more rooms, but this doesn't matter if the weapons are out. Drones wreck it of course (I encountered the typical beam drone armed rebel rigger during this short-lived run and only didn't die horribly because I'd already picked up an ion bomb by that point), but we expected that.
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stylesrj
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby stylesrj » Fri Nov 20, 2015 4:10 am

Sure ships with piracy options get more Scrap overall, but first of all, you have to actually be able to defeat the enemy ship before they bug out.
And considering how many times you encounter those bloody trade ships that only give you the choice of "Ignore" and "Attack" you'll only want to fly pirate ships if you want to get anywhere with your crew and hull intact. Because not only have the amount of combat events increased, the number of idle events have as well and they don't even allow socialisation options because they've got a ship waiting for you.

Then again, I'm probably being unfair as playing Infinite means certain events will pop up a lot and really tick you off (I'm talking to you, unblockable boarders!)

Speaking of which, if I encounter that Zoltan ship that boards you with 6 Zoltan over an issue involving Weapons Licensing, maybe there should be an option to not have boarders or a battle if you have the Zoltan Shield. Because your diplomatic Zoltan ship would definitely have its licenses in order.

I haven't checked but there's also that event where you encounter a lone Zoltan ship by a beacon who tells you that you cannot pass (and somehow you decide that because it's only one ship, the best course of action is to fight it because we're naturally mean). Zoltan Shield, tell them I'm friendly. Same with you Natural Resource Protection Act Ship. Just passing through, we're wise Zoltan. No need to pay you a bribe to not fight.
After all I've encountered Space Stations that let you pass for free with the shield.
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stylesrj
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby stylesrj » Sun Nov 22, 2015 9:20 pm

I'm sick of those events where you bust your butt saving some ungrateful civilian's life and they say "Thanks for saving our lives. Have a hull repair!" or they upgrade your maxed-out reactor to no avail or give you trade goods. Is there any way to have in the post-battle outcome to decline the reward?

I'll take the code from "RANDOM_GIFT" under events.xml for an example (The vanilla version, not the CE version).

Code: Select all

<eventList name="RANDOM_GIFT">
   <!-- JUSTIN - ADD STUFF-->
   <event>
      <text>"Thank you so much! We don't have much to offer, but have a look at the sector scans we took."</text>
      <choice>
      <text>Accept</text>
         <event>      
         <text>Your map is updated.</text>
         <reveal_map />
         </event>
      </choice>
      <choice>
      <text>Decline</text>
      <event />
      </choice>
      <choice>
      <text>Ask for scrap instead</text>
         <event>
         <text>The civilians do what they can to provide you with usable scrap materials</text>
         <autoReward level="LOW">scrap_only</autoReward>
         </event>
      </choice>
   </event>
   <event>
      <text>"Thank you. Here, have this extra scrap as payment."</text>
      <choice>
      <text>Accept</text>
         <event>
         <text>The crew loads up the scrap into the cargo hold</text>
         <autoReward level="HIGH">scrap_only</autoReward>
         </event>
      </choice>
      <choice>
      <text>Decline</text>
      <event />
      </choice>
   </event>
   <event>
      <text>"Thank you. Here, have this extra scrap as payment."</text>
      <choice>
      <text>Accept</text>
         <event>
         <text>The crew loads up the scrap into the cargo hold</text>
         <autoReward level="HIGH">scrap_only</autoReward>
         </event>
      </choice>
      <choice>
      <text>Decline</text>
      <event />
      </choice>
   </event>
   <event>
      <text>"Thank the Gods. We can finally get out of here! We're jumping straight home so take this extra weapon. We won't need it, hopefully."</text>
      <choice>
      <text>Accept</text>
         <event>
         <text>You take the weapon onboard</text>
         <weapon name="RANDOM" />
         </event>
      </choice>
      <choice>
      <text>Decline</text>
      <event />
      </choice>
      <choice>
      <text>Ask for scrap instead</text>
         <event>
         <text>The civilians do what they can to provide you with usable scrap materials</text>
         <autoReward level="MED">scrap_only</autoReward>
         </event>
      </choice>
   </event>
   <event>
      <!--DLC!-->
      <text>"Thank you. Perhaps as payment our engineer can try to optimize your ship's reactor output?"</text>
      <choice req="reactor" lvl="">
      <text>Accept</text>
         <event>
         <text>Your reactor is upgraded</text>
         <upgrade amount="1" system="reactor" />
         </event>
      </choice>
      <choice>
      <text>Decline</text>
      <event />
      </choice>
      <choice>
      <text>Ask for scrap instead</text>
         <event>
         <text>The civilians do what they can to provide you with usable scrap materials</text>
         <autoReward level="MED">scrap_only</autoReward>
         </event>
      </choice>
   </event>


That way you can take the reward (as most people will) or be a nice person and not take any reward (if you want a challenge or because you want to roleplay or something). Or in the case of weapons/sector scans or reactor upgrades, request a monetary reward instead. It won't be as much as a pure Scrap reward but it's better than nothing.
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NarnKar
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby NarnKar » Thu Nov 26, 2015 6:12 am

Oh hey, Vinesauce is streaming this mod!

First run was with Kestrel A. Final score: 325.

Yeah, that's about how this mod goes, doesn't it. //gripes

"Old Fskak hunting grounds--

Fskak? Fk...sk...fucksack?"
minecraften
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby minecraften » Sat Nov 28, 2015 3:08 am

Having trouble, the game crashes after the cool space station loading logo finishes, and i get the message, "runtime(or similar,cant exactly remember what) has requested that this program be terminated in an unusual way". i have all the patches for better planets and backgrounds, an i am using the music addon as well as the infinite one.
i am also using build your own ship CE edition and the ship mod Potential. this only happens (the crash on startup) when i try to patch in CE and its addons. one more thing, i do have the load order right.
thanks, Minecraften.
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stylesrj
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby stylesrj » Sat Nov 28, 2015 9:45 am

Did you use some sort of augment which affects reactor power or did they do something with your reactor power? Because the enemy ship's event might have something that takes away your reactor power

The Potential is unstable when it comes to reactor power modifications.
minecraften
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby minecraften » Sat Nov 28, 2015 7:05 pm

stylesrj wrote:Did you use some sort of augment which affects reactor power or did they do something with your reactor power? Because the enemy ship's event might have something that takes away your reactor power

The Potential is unstable when it comes to reactor power modifications.

Er... what?
i just said the game crashes after the little space station finishes loading, so i can't get to the main menu. don't see how this can affect me... yet
thanks for the reply anyways though
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Sleeper Service
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby Sleeper Service » Sat Nov 28, 2015 8:32 pm

minecraften wrote:Having trouble, the game crashes after the cool space station loading logo finishes, and i get the message, "runtime(or similar,cant exactly remember what) has requested that this program be terminated in an unusual way". i have all the patches for better planets and backgrounds, an i am using the music addon as well as the infinite one.
i am also using build your own ship CE edition and the ship mod Potential. this only happens (the crash on startup) when i try to patch in CE and its addons. one more thing, i do have the load order right.
thanks, Minecraften.
Ok, have you tried without the ship mods? If it still doesn't work I'd recommend you go through the stuff suggested in the
troubleshooting sections (first post of this thread).
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stylesrj
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby stylesrj » Sun Nov 29, 2015 6:13 am

minecraften wrote:Er... what?
i just said the game crashes after the little space station finishes loading, so i can't get to the main menu. don't see how this can affect me... yet
thanks for the reply anyways though


I'm guessing that there was something on the space station that caused you to lose reactor power. The game doesn't like it when your ship goes above 30 bars of reactor power (Plus 4 from the Backup Battery. Zoltan do not count) and thus if you lose reactor power via event, plasma storm or having your Backup Battery hacked (why you'd have one is another question, but don't buy one if you're flying the Potential or any other ship with over 30 bars of power)
Most of those runtime errors seem to stem from that.
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Swapbox
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Re: FTL Captain's Edition 1.281/Inf 1.28/EL 1.28

Postby Swapbox » Tue Dec 01, 2015 6:21 pm

stylesrj wrote:pssssst

Sleeper Service wrote: Check this

NarnKar wrote:Out

viewtopic.php?f=4&t=28862&p=98074#p98074
P.S. none of these people said any of this :twisted:
Last edited by Swapbox on Wed Dec 02, 2015 6:07 pm, edited 1 time in total.
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