Bug: On the map, there can be beacons that say they have stores. When you jump to these beacons, you find out it is a trap.
But it brings you to the store first, rather than the battle.
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Epsilon Carinae
- Posts: 32
- Joined: Fri Nov 14, 2014 9:40 pm
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
I am an innocent ant in an unforgiving world.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
That's how FTL works. If there's a Store, it'll be a Store, even if it turns out to be a trap.
Actually none of them seem to be traps but more like opportunities. Pirates decide they don't like your guts or some goons board you despite the Level 3 Doors, etc. Nothing really that shouts "trap" like Malcolm Reynolds and Inara not fighting.
Actually none of them seem to be traps but more like opportunities. Pirates decide they don't like your guts or some goons board you despite the Level 3 Doors, etc. Nothing really that shouts "trap" like Malcolm Reynolds and Inara not fighting.
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- Posts: 1
- Joined: Thu Jan 14, 2016 2:23 pm
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
Hello, in 1.281b i have got a bug, i can't aim any beam weapons, instead of red line ( when aiming) i 've got some kind of red dote, weapon shoots only in that sector of enemy's ship , when the dote is.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
CE introduces 'focus beams' that can only hit a single room, so that behaviour is intended.
- mr_easy_money
- Posts: 625
- Joined: Fri May 29, 2015 9:05 pm
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
Sleeper Service wrote:'focus beams' that can only hit a single room
if you try hard enough and aim the beam between two rooms you can hit both of them. though, this is obviously unintended and falls down to the nature of rooms themselves
I'm guessing since they both share that side the beam hits both of them.
Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
You are right, that was just discovered relative recently. Please stop telling everyone.
I'll just say that this is considered cheating and leave it at that. ¯\_(ツ)_/¯
I'll just say that this is considered cheating and leave it at that. ¯\_(ツ)_/¯
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- Posts: 1
- Joined: Sat Jan 23, 2016 1:21 am
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
For some reason after patching the mod in, in the correct order and everything, the game closes as soon as it finishes loading. I've gone through the troubleshooting, and reinstalled the mod patcher and game multiple times, and the patcher worked with other mods, but for some reason Captain's Edition won't work. Any suggestions?
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- Posts: 74
- Joined: Fri Feb 20, 2015 5:17 am
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
Okay, so slow Trekkers finally re-beat CE with all the ships, including the updated version of the Stealth B. I still despise the Zoltan C...
Now, with the Stealth B, it actually took me several tries to beat the game with the new Maul-armed version, mostly due to some instances of appallingly bad luck, but overall I definitely approve of this configuration compared to the previous one. Unlike the Naginata version, it actually feels like the "glass cannon" it is described as now, with the high single-room damage making it quite possible to get through sectors 1 and 2 while barely taking any damage if you're lucky, but also making strategic target selection important throughout the game (provided you stick with the Maul. I actually swapped mine out for an Adapative Focus III I happened to find, which is a frankly epic weapon and possible even too good). It can be very annoying to have a ship start to run away after you hit them and jump out before your Maul can recharge, but I suppose everything has to have its pitfalls, especially a weapon as powerful as the Maul. Is it more "boring" than the previous loadout for the Stealth B? Maybe... I think that's a matter for personal opinion... but I do think it plays better and makes a helluva lot more sense this way. Still one of the hardest ships to fly, though, as is proper.
Overall, I believe CE has indeed improved for the changes 1.281 has made. I do think the AI Generator on the Engi B should be 100% reliable, but besides that I can't think of any more overt changes I'd still want the mod to make, since the Zoltan C being a damnably annoying micro-management black hole and the Rock A being a gigantic orange turd from start to finish are holdovers from the vanilla game design you can't really do much about. I would have suggested reducing the weapon load time on the Zoltan C to synergise better with the beam drone and battery, but I don't know how viable that would be since I know you want the various ships to have as diverse an array of weapons as possible.
I'll post up my file's metrics at some point...
Now, with the Stealth B, it actually took me several tries to beat the game with the new Maul-armed version, mostly due to some instances of appallingly bad luck, but overall I definitely approve of this configuration compared to the previous one. Unlike the Naginata version, it actually feels like the "glass cannon" it is described as now, with the high single-room damage making it quite possible to get through sectors 1 and 2 while barely taking any damage if you're lucky, but also making strategic target selection important throughout the game (provided you stick with the Maul. I actually swapped mine out for an Adapative Focus III I happened to find, which is a frankly epic weapon and possible even too good). It can be very annoying to have a ship start to run away after you hit them and jump out before your Maul can recharge, but I suppose everything has to have its pitfalls, especially a weapon as powerful as the Maul. Is it more "boring" than the previous loadout for the Stealth B? Maybe... I think that's a matter for personal opinion... but I do think it plays better and makes a helluva lot more sense this way. Still one of the hardest ships to fly, though, as is proper.
Overall, I believe CE has indeed improved for the changes 1.281 has made. I do think the AI Generator on the Engi B should be 100% reliable, but besides that I can't think of any more overt changes I'd still want the mod to make, since the Zoltan C being a damnably annoying micro-management black hole and the Rock A being a gigantic orange turd from start to finish are holdovers from the vanilla game design you can't really do much about. I would have suggested reducing the weapon load time on the Zoltan C to synergise better with the beam drone and battery, but I don't know how viable that would be since I know you want the various ships to have as diverse an array of weapons as possible.
I'll post up my file's metrics at some point...
- Turbo_Scrooge
- Posts: 47
- Joined: Sat Nov 07, 2015 3:00 am
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
Can I use some of the enemy ship pictures for a mod? I will give credit.
I goof off on superluminal. If I make something cool, the I post it.
- Epsilon Carinae
- Posts: 32
- Joined: Fri Nov 14, 2014 9:40 pm
Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28
The bug I was talking about was how we were sent to the store first and THEN fought the enemy, rather than the other way around...
I am an innocent ant in an unforgiving world.