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

Distribute and discuss mods that are functional. Moderator - Grognak
Gidoza
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Gidoza » Sat Oct 15, 2016 2:52 pm

Captain Trek wrote:I'll do that side-by-side soon, but in the meantime I decided to playtest the newest version of CE to check out what GIdoza was saying about there being too many empty beacons myself.

I started with the Red-Tail, purely so I'd be pretty much guaranteed an easy sector 1 and 2, and here are the beacons I encountered during sector one. Note that this was played on Normal:


Nebula - Wreckage search
Beacon - Rebel fight at a pulsar
Distress - Civilian in asteroids
Beacon - asteroid field explore (pirate ship)
Beacon - Slaver (freed slave gave quest)
Beacon - Auto-Assault
Quest - Slave's family repaired hull
Beacon - Time-conscious pirate trader
Store - Got drone control with system repair drone and heavy ion drone.
Beacon - Elusive rebel - double pursuit
Beacon - Auto Surveyor
Exit - Trader (10 fuel for 1 drone part)


Not a single empty beacon and only one civilian trader. Indeed, I only proceeded to encounter a total of three empty beacons across sectors 2, 3, 4, and 5 (four if you count one Exit beacon that was also empty). I got Long-Range Sensors at the end of sector 5, so whilst I didn't encounter any empty beacons in sectors 6 or 7 either, that shouldn't be taken as meaningful.

The actual run itself was absolutely fantastic. RNG, apparently wanting to welcome me back to the game, gave me Flak II, Heavy Charger, and Adaptive Focus III all in sector 2. From there, and combined with an early Scrap Arm, it was just a question of stacking flak shots and then cutting enemy ships to pieces with the beam. Neither a cloak 'nor defence drones were forthcoming, so it did get hairy at certain moments owing to Adaptive III's very slow wind-up time, but in the end a lucky cloak find at a sector 8 store (I seem to get a lot of those) was able to mostly trivialise the flagship. I finished the game with 5,100 points, Adapative III, Old Laser, Flak II, Flak I, Scrap Recovery Arm, Long-Range Sensors, 8 shields, 6 engines, 7 weapons, 4 drone (Scatter I and Heavy Defence), 1 cloak, and 2 in everything else including artillery and backup battery.


I have runs like this, too, but it hardly strikes me as the norm. I'll try to record the moment when unusually high blanks show up in future games.



Also, a weird bug that's shows up, unique to CE.

Every so often I have the following scenario occur that is quite odd.

What happens is that after I've won a game (or lost a game) - which means there should be no game loaded at all - and quit the game, and then re-load the game later in the day, the "Continue" button will in fact be active for some reason. If I hit it, I discover that it loads an Engi A ship that has lost one of its Engi crewmembers, is about half-way through Sector 1, has 70 Credits, and the menu for surrendering to an enemy Rebel ship is up - and if I do not surrender and then defeat this ship, I never get anything for the kill.

It's puzzling because this exact scenario happens again and again, and sort of frustrating because if I start a New Game, it ends up counting the magical load as a loss. Furthermore, if I play the game through to its end, it does not record the game on record AND deletes my entire profile. What on earth is causing this?


EDIT: Nevermind. I completely re-installed the game, only to discover that the very situation above occurs even in Vanilla FTL as soon as the game is installed. Weird!
Captain Trek
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Captain Trek » Sun Oct 16, 2016 3:53 pm

Hokay, so here's that side-by-side comparison between the vanilla list of augments and the CE list that I promised:

Note that I have excluded augments that can't be bought in store, since store-bought augments are the topic being discussed here. I've also included Titanium System Casing and Improve Internal AI in the CE list despite not being 100% sure those are in fact sold in CE stores. Please let me know if I got that wrong.

Note also that my ranking of each augment is obviously somewhat subjective, but given that that same subjective opinion is being applied to both lists, the data we get out of it should still be somewhat valid for the purposes of directly comparing the two lists, and I also encourage others to modify the lists or generate their own if they strongly disagree with me regarding a large number of augments.


With that said, here's how I decided to rate any given augment:

Good augments: Good augments are augments that are virtually always helpful in one way or another, typically through a direct combat (such as Pre-Igniter) or economy (such as Scrap Recovery Arm) boost. Note that I decided that economy-boosting augments that are not useful to purchase in the late game, despite being more situational than the combat augments, can still be considered "good" and are not so situational as to require bumping them down to the next tier.

Good (situational): Good but situational augments are most commonly the augments that provide a big boost to a particular system you may or may not have, such as Drone Recovery Arm. These are very helpful if you find them under the right circumstances, but useless if you find them under the wrong circumstances.

Moderato augments: Most moderato augments are those that can always potentially benefit you, but much less so than the good augments, typically due to having some significant drawback (such as On-Board Science Lab requiring you to frequently accept doubled fleet pursuit to get the most use out of it), or simply not providing as large a benefit as a "good" augment (such as Titanium System Casing).

Moderato (situational): Moderato and situational augments are to moderato augments as good but situational augments are to good augments. These are of lesser or questionable benefit and require specific conditions to be met in order to be useful.

Highly situational augments: As it sounds, these are the augments that are typically only useful around the margins, in fringe or edge cases the player should not encounter very often unless something is already very wrong, or are simply flat-out uncommon.

Bad augments: These are augments that are either of such questionable utility that I'd never consider them worth the expense of purchasing, or which actively harm the player's chances of winning a run. There are actually remarkably few of these in FTL.


And now for the lists themselves:


Vanilla augments:

Good augments:

Automated Re-loader
Long-Range Sensors
Scrap Recovery Arm
Weapon Pre-Igniter

Good augments (situational):

Drone Recovery Arm
Explosive Replicator
Reconstructive Teleport
Stealth Weapons
Zoltan Shield Bypass

Moderato augments:

Distraction Buoys
Reverse Ion Field
Shield Charge Booster

Moderato augments (situational):

Backup DNA Bank
Battery Charger
Lifeform Scanner

Highly situational augments:

Adv. FTL Navigation
Defence Scrambler
Emergency Respirators
FTL Jammer
FTL Recharge Booster

Bad Augments:

Fire Suppression
Hacking Stun
Repair Arm

Total:

Good: 4/23 (17%)
Good (situational): 5/23 (22%)
Moderato: 3/23 (13%)
Moderato (situational): 3/23 (13%)
Highly situational: 5/23 (22%)
Bad: 3/23 (13%)



CE augments:

Good Augments:

Advanced FTL Navigation
Advanced Targeting Computer
Bounty Hunter Database
Hull Repair Kit
Ion Field
Long-Range Sensors
Mapping Computer
Requisition License
Scrap Recovery Arm
Sector Scanner
Targeting Jammer
Weapon Pre-Igniter

Good augments (situational):

Advanced Cloaking Field
Cargo Teleporter
Drone Recovery Arm
Explosive Replicator
FTL Fuel Recycler
Internal Generator
Reconstructive Teleport
Subspace Scanner
Teleporter Disruptor
Zoltan Shield Bypass

Moderato augments:

Anti-Ship Battery
Beacon Access Kit
Distraction Buoys
On-Board Assembly Line
On-Board Science Lab
Radiation Projector
Reverse Ion Field
Shield Charge Booster
Titanium System Casing

Moderato augments (situational):

Ammo Manufacturer (engineerable)
Backup DNA Bank
Battery Charger
Drone Manufacturer (engineerable)
Lifeform Scanner

Highly Situational Augments:

Adaptive Gel Suits
Advanced Plating
AI Avatar Generator
Combat Simulator
Defence Scrambler
Drone Uplink Jammer
FTL Jammer
FTL Recharge Booster
Improved Internal AI

Bad Augments:

Fire Suppression
Hacking Stun
Repair Arm

Total:

Good: 12/48 (25%)
Good (situational): 10/48 (21%)
Moderato: 9/48 (19%)
Moderato (situational): 5/48 (10%)
Highly situational: 9/48 (19%)
Bad: 3/48 (6%)


At face value, it may seem like the CE list is completely fine, as it has a higher proportion of good augments as a raw percentage than the vanilla game. However, while making up the two lists I noticed that CE has a lot more augments that may, at any given point in a given run, fall into the category of "not what I need right now". These include redundant augments that all do a similar thing (Long-Range Senors, Sector Scanner, and Mapping Computer being the most egregious example), augments that are only at the their best in the early game (such as Cargo Teleporter and Bounty Hunter Database), and augments with drawbacks that may make the player think twice before picking them up (such as the ASB, which I have never purchased again ever since losing a hard-fought Zoltan C run to the Flagship's third form when they were suddenly able to hack the ASB and make it shoot at me as well. Other examples include AI Avatar Generator with its failure chance, On-Board Science Lab with its fleet pursuit cost, and so-on).

All of these things can serve to "squeeze out" augments the typical player will truly want, making them less likely to appear even though good augments as a general rule may be more likely to appear because they exist in greater proportion in CE (though modified by the rarity values, which are not reflected in my list as I didn't know where to find all of the values for both vanilla and CE). This creates a feeling in the player that augments in CE are worse than they actually are, and even I am not immune from feeling this way as my earlier posts where I said I felt drones and augments had it worse than weapons demonstrates. Having created these lists, I do still think a little bit of controlled merging and pruning would do the augment list good, but one need-not go at with 100% of Gidoza's fervour, even though I do admire his enthusiasm.

Although I acknowledge the reasoning behind not wanting to change the vanilla augments any more than you already have, one possible change that none-the-less immediately comes to mind is giving Lifeform Scanner the benefits of Subspace Scanner and removing Subspace Scanner, in much the same way that Adapative Gel Suits work as compared with vanilla's Emergency Respirators (or Improved Internal AI compared to Drone Reactor Booster, or any of the race-specific augments that in CE enable piracy, slavery, and/or betrayal of ceasefires, etc.), wherein it does the same thing as vanilla, but plus other stuff as well.

So yeah, that's the side-by-side. Once something resembling final decisions have been reached regarding augments, I'll probably create the same kind of list for drones and then another for weapons. I've said before and I'll say it again that I've always thought the game balance is remarkably good in Captain's Edition, and even better than vanilla in many ways (especially when it comes to the starting ship loadouts), but there's always something that can potentially be tweaked, and I'm hopeful we can find suitable ones, in much the same way the Stealth B and Zoltan B were able to be suitably re-balanced the last time I was making a lot of posts here. Failing any of that, though, I hope my lists were at least momentarily interesting to read...

If you made it this far without getting bored, I thank you for your patience. :)
Last edited by Captain Trek on Sun Oct 16, 2016 4:33 pm, edited 2 times in total.
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Auron1
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Auron1 » Sun Oct 16, 2016 4:16 pm

Captain Trek wrote:...
Although I acknowledge the reasoning behind not wanting to change the vanilla augments any more than you already have, one possible change that none-the-less immediately comes to mind is giving Lifeform Scanner the benefits of Subspace Scanner and removing Subspace Scanner, in much the same way that Adapative Gel Suits work as compared with vanilla's Emergency Respirators (or Improved Internal AI compared to Drone Reactor Booster, or any of the race-specific augments that in CE enable piracy, slavery, and/or betrayal of ceasefires, etc.), wherein it does the same thing as vanilla, but plus other stuff as well.

...

If you made it this far without getting bored, I thank you for your patience. :)


IIRC there is a problem with FTL vanilla augments: they can't be modified more than renaming them or regulating % effects if there is one. Sleeper once mentioned this when talking about the possibility to create "non-Zoltan Super Shields": since you have played with Zoltan ships, you know there are blue options with those ships.
I asked if it was possible to have super-Shields without being a Zoltan and Sleeper replied it was not possible. :|
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
Captain Trek
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Captain Trek » Sun Oct 16, 2016 5:17 pm

Huh. So I wanted to see what the updated version of the AI Avatar Generator flaking out on you looks like, so I started an Engi B run. Haven't gotten a failure from the generator yet (had three empty beacons including sector 2's starting beacon, but only had scrap to attempt spawning on two of them and succeeded both times), but about halfway through sector 2 I've encountered a Zoltan Energy Troopship with no teleporter. Is this intended behaviour?


Also, here's what sector 1 looked like on this run:

Beacon - Auto-ship attacking civilian station

Beacon - Empty

Distress - Pirate stuck in asteroids.

Beacon - Rebel chasing Federation ship.

Beacon - Pirate fight

Beacon - Pirate fight at a pulsar

Beacon - Debris salvage

Store - Got Flak I

Beacon - Escort Civilian quest

Beacon - Empty

Beacon - Inactive auto-ship

Nebula - Auto-ship fight


Two empty beacons this time.
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stylesrj
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby stylesrj » Sun Oct 16, 2016 6:36 pm

I think there's a few augments you didn't put on the list that need to be there.
I'm mostly talking about the Training Simulator.
That one's definitely a bad augment and I tend to find it a lot.
Captain Trek
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Captain Trek » Sun Oct 16, 2016 7:39 pm

stylesrj wrote:I think there's a few augments you didn't put on the list that need to be there.
I'm mostly talking about the Training Simulator.
That one's definitely a bad augment and I tend to find it a lot.


Combat Simulator is on there. I put it under Highly Situational rather than Bad because it can give valuable piloting or weapons XP in fringe cases. Plus it's ridiculously cheap, meaning its only real sin is that it can squeeze out better augments, which I intentionally didn't account for in that list. Otherwise most augments would be listed as garbage tier.


In other news, I won that aforementioned Vortex run. For some reason, I didn't get a failed AI Generation until I'd already made seven of the damn things (I found a few empty beacons here and there, but most of them were created at each sector's starting beacon). Did you lower the failure rate as well as the consequences, SS? Incidentally, I got two hostile AIs when I finally did get a failure. Will it always be 2? If so I think that's OK, because the anti-pers drone can defeat two AI Avatars without damage to your ship's systems. That was why a failed generation was so disastrous before, because they'd run around tearing your ship apart, thereby compounding the lost scrap with hull damage.

Besides the AIs, the run itself was astonishingly good. That sector 1 Flak I made the early sectors a breeze and then I got an Ion Blast II right when that coupled with the Effector was starting to lose its lustre. I had to skip out on a fair few fights (this was that one run in a blue moon where FTL Recharge Booster would've actually come in handy. Too bad I didn't find it), but the game made up for it with good weapon and schematic drops. Eventually I found an Ion Burst II and my thought process immediately turned to, "Holy shit, this run might actually be able to make the Tool Beam work..."

And make it work it did. With the ions, the starting Old Dual Lasers, and a Hull Ripper II beating down the shields, the Tool XL (along with the lasers and ripper drone once the ions had the shields completely down) was able to do quite a bit of damage to the enemy ships, especially the flagship. This was definitely a weird run, but it was also easily the most fun I've ever had in the Engi B, either in vanilla or in CE.

What's amusing is that I picked up a Missile Swarm drone along the way and never used it except to delay the fleet. And I picked up a Focus Beam drone along the way and never used it except for blue events. And yet my starting System Repair drone saw use all the way up to the end. I also swapped out the Missile and Focus drones in the sector 8 store for an Effector drone (never actually bothered to use it against the flagship's second stage though, instead content with using the Ripper to simply beat it down as fast as possible) and a Hull Repair drone, but even without the repair drone I still would've lived through the flagship. Peace of mind is always nice to have, however.

Ultimately, my ship had Shields 8, Weapons 8 (was only using 7 of it, but the buffer point proved useful during form 3), Engines 5, Drones 5, Artillery 4, Cloak 3, and 2 in everything else. My score was 5,710. Not bad, for the Vortex. Not bad at all...
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kestrelfan
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby kestrelfan » Mon Oct 17, 2016 12:07 am

so, i have a problem that isnt in the support area i open the game with just ce and it will eventually lag then freeze any help?
-It's me, kestrelfan, someone nobody knows lol

Don't call it a comeback. I've been here for years.

I return on occasion to check out the mods, thats pretty much it.
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kestrelfan
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby kestrelfan » Mon Oct 17, 2016 12:09 am

rounix wrote:Yes,I rode this section of troubleshoting - i reistall mod few days ago and today. I deleted all things in "backup" folder, then i deleted everything and downloaded agian. And... its worse. Now, when i click "start new game" games is freezing on hangar and i cant chose a ship. Music is playing all the time, but i cant move my mouse. Theres link to screenshot from SMM consloe: (i think its a console)
http://scr.hu/2lwh/znjn7
same problem
-It's me, kestrelfan, someone nobody knows lol

Don't call it a comeback. I've been here for years.

I return on occasion to check out the mods, thats pretty much it.
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stylesrj
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby stylesrj » Mon Oct 17, 2016 12:45 am

Ah Combat Simulator, not Training Simulator. No wonder I couldn't find it on the list.
I think it still activates around some entry beacons which leads to a friendly ASB firing at the training ship...
I can't remember the exact ones though because I don't use that augment unless it's forced upon me like a gangrenous Repair Arm.
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elijahdb
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby elijahdb » Mon Oct 17, 2016 1:13 am

Styles, you make me want to create a mod that removes all useless augments. :lol:
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.

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