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

Distribute and discuss mods that are functional. Moderator - Grognak
PaladinGreco
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Re: FTL Captain's Edition 1.068

Postby PaladinGreco » Sun Nov 24, 2013 5:08 am

Yes. The beam would nearly-instantly wipe out an enemy's shield, max out the ionization timer for it, and go on to disable other systems too, or so I've been told. So it is completely broken.
ArmedKevin117
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Re: FTL Captain's Edition 1.068

Postby ArmedKevin117 » Sun Nov 24, 2013 5:25 am

Yeah, I was thinking of something a bit less OP, like does 2 points of ion damage, but then the CD is 2x ion timer + time for a shield layer recovering.
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kartoFlane
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Re: FTL Captain's Edition 1.068

Postby kartoFlane » Sun Nov 24, 2013 11:58 am

@ArmedKevin117
It's not a balancing problem, ion damage on beams is just completely broken -- even with 1 ion damage, they still instantly ionize everything. There's nothing that can be done to help with that :/
Superluminal2 - a ship editor for FTL
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R4V3-0N
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Re: FTL Captain's Edition 1.068

Postby R4V3-0N » Sun Nov 24, 2013 12:09 pm

beam that can only hit 1 room, long recharge rate, and has 4 (or more) energy requirement?

Anti shield beam but is nearly useless to anything else?
Last edited by R4V3-0N on Sun Nov 24, 2013 12:27 pm, edited 1 time in total.
R4V3-0N, a dreamer.
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Sleeper Service
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Re: FTL Captain's Edition 1.068

Postby Sleeper Service » Sun Nov 24, 2013 12:10 pm



Oh cool, yeah that might help. Did not yet get it to run in Linux though...

The problem with the beam is that it usefulness would increase the stronger the enemies would become. Also even four energy cost and a long recharge should not allow you to take down the entire super shields and shields of phase III in one shot.

In the meantime, check out this neat Mantis Minelayer hull that R4V3-ON has contributed to CE.
Image
Well done! CE 1.078 will again incorporate some new enemy ship hulls, at last one more apart from this one.
dalolorn
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Re: FTL Captain's Edition 1.068

Postby dalolorn » Sun Nov 24, 2013 1:04 pm

Sleeper Service wrote:


Oh cool, yeah that might help. Did not yet get it to run in Linux though...

The problem with the beam is that it usefulness would increase the stronger the enemies would become. Also even four energy cost and a long recharge should not allow you to take down the entire super shields and shields of phase III in one shot.

In the meantime, check out this neat Mantis Minelayer hull that R4V3-ON has contributed to CE.
Image
Well done! CE 1.078 will again incorporate some new enemy ship hulls, at last one more apart from this one.



How about 8 energy cost and a 1-minute recharge? :twisted:
Torchwood202
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Re: FTL Captain's Edition 1.068

Postby Torchwood202 » Sun Nov 24, 2013 1:53 pm

When the rebel fleet is "in range", it doesn't seem that they…do anything. I had quite a long battle with a rebel cruiser and the rebel fleet did nothing, they did't even target me!

The only way I see this as not working is that the "Rebel Artillery Targeting" is invisible, it takes too long for the artillery to reach me, or just doesn't work at all… What's up?
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Sleeper Service
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Re: FTL Captain's Edition 1.068

Postby Sleeper Service » Sun Nov 24, 2013 2:10 pm

The background can not be changed according to which event is called and which enemy is spawned. There is still a chance that the Fleet will simply send cruisers or ships to fight you directly.

If they decide to use their artillery they'll send an Auto Spotter units that calls in the fire support. So currently there are no cruiser fights that involve artillery support (partly for balancing reasons). And the background is always the same. Note that it does not say specifically that you are already targeted by Artillery.
ScubaSteve3465
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Re: FTL Captain's Edition 1.068

Postby ScubaSteve3465 » Sun Nov 24, 2013 3:43 pm

Sleeper I was just wondering if this load order looks ok to you? I just wanted someone to double check and make sure the order is ok. I know from modding Skyrim and fallout games how serious the load order can be lol. Thanks.

Code: Select all

Alpha - Base Game 1.03.3
Better Planets and Backgrounds_v1.2
better_asteroids
Bulk - The sM Polish Kit 1.022
FTL Captain's Edition 1.068
Captain's Edition for Player Ships Addon 1.067
Patch - The sMPK for CE 1.068
Patch - CE Player Ships 1.068
Better Planets and Backgrounds_v1.3.1 (DISABLED)
Mr. Mister
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Re: FTL Captain's Edition 1.068

Postby Mr. Mister » Sun Nov 24, 2013 3:51 pm

CE or sMPK's starting ships addon, you only need to use one, no need to load both of them.

Besides that, it's fine.