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

Distribute and discuss mods that are functional. Moderator - Grognak
Nevill
Posts: 64
Joined: Fri Jul 12, 2013 10:06 am

Re: [open beta] FTL Captains Edition 0.962

Postby Nevill » Sun Jul 14, 2013 3:27 pm

The mod supports Balanced Arsenal for Player Ships Addon 1.2. I tried it, and wanted to make a comment in the corresponding thread, but since it is no longer maintained separately, I'll do it here.

Engi type A does not have an attacking drone, only Ion Atrillery weapon. It can't damage enemy ships in any way.
Engi type B no longer has Boarding Drone and is thus highly susceptible to boarding.

There were a pair of other desicions I did not quite agree with, but those were not game-breaking, so I'll list them separately.

Kestrel A - perfectly fine, a bit less powerful than vanilla Kestrel, which is good.
Kestrel B - a bit underpowered. I'll give my reasoning below.

See, I judge ship power based on what kind of enemies it can handle, and that mostly includes the ability to pierce through their shields. Vanilla ships could be split into two distinct categories - those that required a good bit of luck to navigate them to 3rd/4th sector, and those that didn't require it all that much. For example, a Zoltan ship might end the Mantis Cruiser run right there (no way to get boarders across, no way of piercing the shield quickly, low engines mean low chance of escape). On the other hand, The Nesasio can handle everything that is thrown at it, including drones and Zoltan shields. In general, there are several factors that contribute to the early survivability:
1) Shield piercing capabilities. If you can disable their shields reliably, you will win much more often.
2) Weapon speed. I can win 8 out of 10 games on The Nesasio, but maybe only 2 out of 10 with DA-SR 12. The reason is that the Glaive beam takes too long to recharge. If they hit your weapons bay too many times, you are back at square one.
3) Defensive capabilities. Whenever a ship does not have shields, good engines can offset that. The opposite in not quite as true. The Ajudicator only has Zoltan shields and 1 point in engines. If it encounters an enemy that can eat through shields fast (say, a beam drone), and if it can not disable their weapons quickly (say, anothe Zoltan ship), it is dead.
4) Resourse intensity. Ships that are resourse intensive need to secure an alternative method before their resourses run out. Ships that rely mostly on lasers and beams are easier to handle.

Most of the ships that are easier to win with than others have several of these poins covered:
Kestrel Cruiser variants have 1, 2 and 4 (Artemis missile quikly disables enemy shields or their weapons, then Burst laser finishes the job), Engi A has 1, 2 and 4 (need to use only 1 drone per encounter), Stealth A has all of them (10 seconds recharge on your weapons allows you to disable theirs without taking damage), Federation cruiser has 1 and 4, etc.

Vanilla Red Tail was OP, there is no question about it, and the reason that made it OP was quick firing lasers that allowed to pierce up to 3 shields. It could go up to sector 6 without weapon upgrades and still emerge victorious. Your mod tones it down, which is good, but I am afraid it tones it down a bit too much. It is now useless against enemies with level 2 shields. I feel that giving it 2 old lasers and 1 auto-laser would make it more competitive without making it much stronger overall.

Stealth A - good. Plays the same, but a small hull beam provides more tactical options. Better than vanilla, which already was one of the best ships in the game. I'd give a small hull beam 11 second reload time, but that is too small a detail to argue about.
Stealth B - somewhat on par with vanilla (which was terrible, BTW). Lacks the ability to pierce 2nd level shields, which, coupled with low engines and no shields, may lead to an untimely demise in the very 1st sector. I'd give it an FTL recharge booster. It fits the theme of the ship (fast and stealthy) and allows it to run away from impossible encounters. A single-shot low-key ion weapon might be nice, too, in case of encountering a Zoltan ship.

Engi A - currently unplayable, but the idea seems solid. An Ion Artillery seem a bit too strong, but the ship loses a bit of versatility that comes with short reload times, so it should balance out.
Engi B - again, no way of piercing level 2 shields, though the original was the same. Still, the original could drop 1st level shields, and cause 4 damage over the course of 10 seconds with a heavy laser (which completely disables any system). This ship can't reliably hit the target twice with a laser before the ion effect expires unless the Engi leaves his pilot seat. It takes too long to disable the weapon system, which makes the ship inferior.

Federation A - worse than vanilla, but still playable. Severely lacks firepower, shield piercing comes mostly from the artillery beam, but it only charges once in a blue moon. I'd give it another weapon set altogether.
Federation B - the ship is the carbon copy of Federation A, except that it comes with an upgraded Artillery beam an a missile launcher. Old dual laser (type B layout) behaves exactly the same as two old lasers (type A layout), requires only 1 power and 1 weapon slot. This makes Federation B superior in absolutely every way without changing the way it plays one bit.

Mantis A - the Big Bomb is, essentially, Breach MkII, without breach. A bit too powerful for its 1 power. Compared to vanilla, the ship can not deal with automated scouts in any way. Can light lasers break through Zoltan shields?
Mantis B - utterly useless against Zoltans. This is consistent with vanilla, but not necessarily good. Low key ion weapon would be much appreciated. It does not have any damaging weapons anyway, so this won't affect balanse much. Also, a typo in the boarding drone description.

Slug A - no way to deal with automated ships, no shield piercing capabilities. If it does not find another weapon by the time enemy has 2nd level shields, it is doomed.
Slug B - same as vanilla.

Rock A - plays the same as vanilla, except you can't power 2 missile launchers at once. Ok as it is.
Rock B - Artillery laser destroys everything in the beginning secrors in 2 shots. Each fight lasts exactly 30 seconds. Not sure if it was intended.

Zoltan A - a bit underpovered compared to vanilla. Then again, nothing beats a Halberd Beam.
Zoltan B - mostly fine, though I wonder why Hasta Beam costs 50 scrap, when it is essentially a nerfed Mini-Beam, and those cost 20. The most obvious strategy would be to trade both of these for a better weapon at the first shop.
Last edited by Nevill on Sun Jul 14, 2013 5:36 pm, edited 7 times in total.
aaaaaa50
Posts: 258
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Re: [open beta] FTL Captains Edition 0.962

Postby aaaaaa50 » Sun Jul 14, 2013 3:39 pm

I don't see the option in that screenshot to not buy anything from a trader. (Whoops?)

Nevill wrote:The mod supports Balanced Arsenal for Player Ships Addon 1.2. I tried it, and wanted to make a comment in the corresponding thread, but since it is no longer maintained separately, I'll do it here.

Engi type A does not have an attacking drone, only Ion Atrillery weapon. It can't damage enemy ships in any way.
Engi type B no longer has Boarding Drone and is thus highly susceptible to boarding.

There were a pair of other desicions I did not quite agree with, but those were not game-breaking, so I'll list them separately.


There are some errors in the textfile. There should be drones there but they've been misnamed.
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Nevill
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Re: [open beta] FTL Captains Edition 0.962

Postby Nevill » Sun Jul 14, 2013 5:28 pm

aaaaaa50 wrote:There are some errors in the textfile. There should be drones there but they've been misnamed.

Ah, yes, started a new game, and they are indeed there.

The game seems to exit to desktop 1 time out of 3 when I start the game with an Engi ship. Is it connected to the misnaming error?

P.S. I expanded the original post. It ended up being more long-winded than I anticipated.
DryEagle
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Re: [open beta] FTL Captains Edition 0.962

Postby DryEagle » Sun Jul 14, 2013 8:30 pm

I am waiting to see how the trade extension is going to work... to the best of my knowledge it is not possible to remove augments via events (the stasis pod one is just hardcoded?) but that is exactly what your screenshot of the dialogue window would suggest. Very curious.
All ships I have created include custom weapons, graphics etc:
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Sleeper Service
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Re: [open beta] FTL Captains Edition 0.962

Postby Sleeper Service » Sun Jul 14, 2013 9:14 pm

DryEagle wrote:I am waiting to see how the trade extension is going to work... to the best of my knowledge it is not possible to remove augments via events (the stasis pod one is just hardcoded?) but that is exactly what your screenshot of the dialogue window would suggest. Very curious.


Yeah I mentioned that problem in the summary. I liked the whole concept too much to drop it because of modders inability to remove augs. My solution is simply to ask for player compliance:

Code: Select all

      
[...]
      <choice req="TE_GOODS_ENGI_ELECTRONICS" hidden="true">
         <text>[Sell Ship Electronics for about 30 Scrap]</text>
         <event>
            <text load="STORE_SELL_TEXT"/>
            <modifyPursuit amount="1"/>
            <item_modify>
               <item type="scrap" min="12" max="18"/>
            </item_modify>
         </event>
      </choice>
[...]
<textList name="STORE_SELL_TEXT">
   <text>It takes a while to negotiate a good price. After receiving some scrap as advance you are asked to unload the cargo at the shop to get the rest of your payment. [Reminder: Not selling off the goods at the shop breaks the trade system and means you are cheating.]</text>
[...]
</textList>


As you can see selling (as well as buying) now takes some time and makes the Rebel fleet catching up faster with you. This is mainly for balancing reasons. Engaging in trade means that you give up some beacons in the sector. So trading is not really netting you additional scrap on the side. But it's a way to play your run more safe through early investment and later gain.

aaaaaa50 wrote:I don't see the option in that screenshot to not buy anything from a trader. (Whoops?)

Beta screen-shot, that will be an option of course...

@Neville: Thanks once more for the detailed comment. There will probably a revised version of the addon after the release of Trade Extension, I will consider working in your suggestions. (That whole addon was put together within twenty minutes, I actually didn’t play-test any of the load-outs before releasing it. :mrgreen: Did I mention that I spend way more time modding than playing?)
I'm not sure what's wrong with the Drones, I checked the files and in there the ID's are all right... Will look into it.
Kiloku
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Re: [open beta] FTL Captains Edition 0.962

Postby Kiloku » Sun Jul 14, 2013 10:54 pm

I had a crash happen, and it's not the first time. Only happens when running this mod, kinda randomly when trying to jump to another system. I'm only running FTL CE 0.962 and DronesPlus, loaded in the correct order too.

EDIT: Woops, forgot the screenshot: http://i.imgur.com/kOgbeU9.jpg
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cirn0
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Re: [open beta] FTL Captains Edition 0.962

Postby cirn0 » Mon Jul 15, 2013 6:22 am

Crash on finishing the destroy supply base quest in federation space.
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Sleeper Service
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Re: [open beta] FTL Captains Edition 0.962

Postby Sleeper Service » Mon Jul 15, 2013 6:06 pm

cirn0 wrote:Crash on finishing the destroy supply base quest in federation space.


Ah yes, I'm pretty sure that one is text length related. Will work after the next update.
Nevill
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Re: [open beta] FTL Captains Edition 0.962

Postby Nevill » Mon Jul 15, 2013 6:50 pm

Alternative layouts may turn the special Mantis ship (piloted by Kazaak-something-kilik) into a ship with zero boarding capability. I am not sure if this could happen in the original.
http://postimg.org/image/av6mokqwp/

The crashes with Engi ships seem to stop upon uninstalling and reinstalling mods. Maybe I forgot to include Improved Drones back then or something.
Retro
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Re: [open beta] FTL Captains Edition 0.962

Postby Retro » Mon Jul 15, 2013 6:51 pm

Hi,

Loving the mod, been waiting a while for something like this. But unfortunately I keep experiencing a crash when jumping sometimes to a new sector. I'm pretty sure it's something on my end as I haven't seen any posts regarding the same issue as mine. Hopefully someone might be able to shed some light as to what's going on.
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