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

Distribute and discuss mods that are functional. Moderator - Grognak
mnmn1234
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216

Postby mnmn1234 » Sun May 25, 2014 3:23 pm

Russian Rockman wrote:
Sleeper Service wrote:Update 1.216 is here, focusing on increased variety for the Lanius enemies.

Thanks a lot Sleeper for adding some variety to the Lanius! :D I can't wait to see the new Lanius classes. And thank you so much Tweevle for the awesome hull images!!! I think that was probably the hardest Type B enemy conversion yet. What are we missing now from AE? Mantis Type C and that's it?

I don't know what you are going to do for the next update Sleeper, but a couple things I'd like is if you figured out what the problem is with the Radiation events and if you added back in "encased" systems to enemies (assuming kartoflane's trick works that is). ;)

Also, some random ideas...
  • I think there is always room for another effector type weapon and I think a good one would be a "chain" Effector that increases it's ion damage with each successive hack.
  • You came up with the idea for the stations job mod to use "reactor"= as a condition for leveling enemies (which was genius by the way). I was just wondering if you knew if this works for other things like "loss"/"limit" reactor? Because if that does work I think there could be some interesting events, besides ion storms, which limit your reactor.
  • On that note, is it possible to reduce the level of a system using those events that upgrade your systems? Or is it not dynamic like that?
  • I read that it is now possible to "force" blue options. Is that true? If that is the case then you could add in some 3 way crew conversations, punish people for say for example... things like piracy when playing as the fed cruiser, and even just add in some flavor texts to events that only apply when playing as a specific faction.
mnmn1234 wrote:I Did with the one save of AE i had, i still like old FTL Better!

I'm still a bit confused why you need to use the old versions of CE... You can just disable AE content. The only thing that would remain from the new update then is convenience things like the crew movement boxes and save crew positions and stuff like that. I don't get why you need an older version of FTL or CE? :?


old FTL, Mostly because most mods are still for old FTL
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Sleeper Service
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216

Postby Sleeper Service » Sun May 25, 2014 4:20 pm

Russian Rockman wrote:I don't know what you are going to do for the next update Sleeper, but a couple things I'd like is if you figured out what the problem is with the Radiation events and if you added back in "encased" systems to enemies (assuming kartoflane's trick works that is).

I still have no idea what causes the crashes in these events and there is still a possibility that the internal hardcoded auto surrenders and such cause it. STALEMATE_SURRENDER will definitely trigger if you jump into radiation without fuel now and that will kind of break the whole event. Therefore I'm not too keen on even testing this, also cause the absence of these events does not bother me too much. Feel free to do some trial and error yourself though.

Russian Rockman wrote:You came up with the idea for the stations job mod to use "reactor"= as a condition for leveling enemies (which was genius by the way). I was just wondering if you knew if this works for other things like "loss"/"limit" reactor? Because if that does work I think there could be some interesting events, besides ion storms, which limit your reactor.

Yeah, that could be interesting. Needs testing, no idea if it actually works... Reactor seem to behave kind of different than other systems but there is a possibility that the ion storm actually works exactly that way... <status type="divide" target="player" system="reactor" amount="2"/> That would open up some interesting possibilities, at last if reactor has a hard reset after each beacon. Combat augs could use actuall reactor power for example. Well, anything could use actual power then. "Going into production mode" with the on-board assembly line could relay mean power loss, maybe with a chance of pirates exploiting your temporary weakness and staging a surprise attack during the production cycle. Such stuff... Well, that needs testing first. Would be cool if it works.

Russian Rockman wrote:On that note, is it possible to reduce the level of a system using those events that upgrade your systems? Or is it not dynamic like that?

I tested this for creating a proper sabotage event with permanent power loss, but it did not work for me. Looks like negative system upgrades are not possible.

Russian Rockman wrote:I read that it is now possible to "force" blue options. Is that true? If that is the case then you could add in some 3 way crew conversations, punish people for say for example... things like piracy when playing as the fed cruiser, and even just add in some flavor texts to events that only apply when playing as a specific faction.

Three way crew conversations are actually a little more complicated than it might seem, as they would require single events in event list for each possible conversation text. And it's a whole lot of busy work to write all these possible options. The system is not even fully matching its potentially as it is: As some people have noticed, the amount of possible conversation outcomes are kind of limited and neither could I bring myself to write up more, nor did many people actually consider contributing texts. I'm not totally motivated to put more energy into this.
Contextual texts in certain situations would be pretty cool though. The system still has limit though. You can't have two text variants (normal an contextual) to be displayed, as there can be no real continue present. Contextual texts could only be additional texts in a second layer and could only exist at points of the event where it would end anyway.

I think you also inquired how the Zoltan Artillery can have such a thick beam, I kind of forgot about that. here is the thing: Beam thickness is actually proportional to the actual damage of the beam. Beams get wider the more damage they do, automatically, to the point the beams partly blocked by shields are thinner inside the shield bubble. That can actually be observed ingame. ;)
Nider_01
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216

Postby Nider_01 » Sun May 25, 2014 6:01 pm

At the starting beacon (first sector) my ai crew wants to upgrade sensors subsystem. But there is only one option: don't listen to ai :?
fugu
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216

Postby fugu » Sun May 25, 2014 9:58 pm

Why does this laser shoot swarm missiles?

Image
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Sleeper Service
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216b

Postby Sleeper Service » Sun May 25, 2014 11:41 pm

fugu wrote:Why does this laser shoot swarm missiles?

Cause it is not a Laser but a missile launcher with a missing weapon animation due to a faulty prefix, which results in the laser appearing as the default replace.

CE Endless Loot 1.216b for CE and CE Endless Loot 1.216b for CE Infinite
- Fixed a few instances of missing weapon graphics due to some faulty prefixes

Nider_01 wrote:At the starting beacon (first sector) my ai crew wants to upgrade sensors subsystem. But there is only one option: don't listen to ai :?

Hm, the event seems to be in order. Was that on the Shrike? Cause that ship has no sensors to start with, so there is nothing there to upgrade. Actually the AI would only have stated that it had a look at you sensor system. No word about upgrades and no need to listen to your AIs critical opinion on whatever rudimentary sensors you actually have on that ship. ;)
fugu
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216b

Postby fugu » Mon May 26, 2014 1:40 am

Thanks for the fix.

I've tried installing FTL EL for infinite, but SMM waits forever while installing it. I'm able to install EL for Standard CE without issues, though.

I've found a minor typo:

Image

"exiting" should be "exciting"
FtDLulz
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216b

Postby FtDLulz » Mon May 26, 2014 2:36 am

fugu wrote:Thanks for the fix.

I've tried installing FTL EL for infinite, but SMM waits forever while installing it. I'm able to install EL for Standard CE without issues, though.

I've found a minor typo:

Image

"exiting" should be "exciting"

You found "exiting" but not "meterials".
Russian Rockman
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216b

Postby Russian Rockman » Mon May 26, 2014 4:35 am

Sleeper Service wrote:
Russian Rockman wrote:I don't know what you are going to do for the next update Sleeper, but a couple things I'd like is if you figured out what the problem is with the Radiation events and if you added back in "encased" systems to enemies (assuming kartoflane's trick works that is).

I still have no idea what causes the crashes in these events and there is still a possibility that the internal hardcoded auto surrenders and such cause it. STALEMATE_SURRENDER will definitely trigger if you jump into radiation without fuel now and that will kind of break the whole event. Therefore I'm not too keen on even testing this, also cause the absence of these events does not bother me too much. Feel free to do some trial and error yourself though.

I definitely intend to do some testing for this eventually as I would very much like the radiation events to be added back in. I'm pretty sure STALEMATE_SURRENDER only triggers after "waiting" at a beacon? :?: So that shouldn't really be a problem upon jumping in. What happens after "waiting" in a radiation zone anyway? I think that is one of the dangers of those zones, you are completely screwed if you get stuck there... And you will turn into mutant boarders! ;)

What I will probably do is start with an event that just has your background and limits your life support. Then I will slowly add stuff back in until I find out what causes the crash.

As for encased systems, I hope you are considering adding those back too... If they work right. :)


Sleeper Service wrote:
Russian Rockman wrote:You came up with the idea for the stations job mod to use "reactor"= as a condition for leveling enemies (which was genius by the way). I was just wondering if you knew if this works for other things like "loss"/"limit" reactor? Because if that does work I think there could be some interesting events, besides ion storms, which limit your reactor.

Yeah, that could be interesting. Needs testing, no idea if it actually works... Reactor seem to behave kind of different than other systems but there is a possibility that the ion storm actually works exactly that way... <status type="divide" target="player" system="reactor" amount="2"/> That would open up some interesting possibilities, at last if reactor has a hard reset after each beacon. Combat augs could use actuall reactor power for example. Well, anything could use actual power then. "Going into production mode" with the on-board assembly line could relay mean power loss, maybe with a chance of pirates exploiting your temporary weakness and staging a surprise attack during the production cycle. Such stuff... Well, that needs testing first. Would be cool if it works.

Read your post in the R&D thread, I am really glad this worked! Since you mentioned the possibility of a pirate coming to attack you during the production cycle I would warn you... Don't push it too much. ;) I see several people raging that their augments, like the AI Avatar generator, cause bad things to happen to often. The chance should be "at least" %10, only.

Can't wait to see the new events and augments you come up with! :D a few thoughts...
  • Could the Internal Generator augment become obsolete? Maybe using a second augment (Or each augment) could just cost you extra power and that could be enough of a downside? I could actually see the possibility of using 3 combat augments now, with the power cost rising exponentially... Maybe...
  • In fact maybe combat augments could be "overcharged" or powered up with more reactor energy to make their effects more powerful or have a higher chance of working. (All of this is hell to code, I understand that... Just saying)
  • Something else that might be cool is certain combat augments "backfiring." Like the majorly OP (But hilariously fun) Radiation projector for instance... It wouldn't be right to give it a chance of having your crew leave you (Well maybe a "microscopic" chance), but perhaps sometimes when you use it it will leak radiation into your own ship... This could also be a side effect of "overcharging" augments. (Wait didn't I just warn you about making augments cause bad things to happen. How hypocritical of me. :twisted: )
  • Maybe the Battery Charger augment could be renamed and it's cost slightly increased to have the ability to protect you from events like ion storms that cause you to lose reactor power? That would make it more useful so that it has a purpose even when you don't have a Backup Battery.
  • An augment allowing you to hack a %age of the enemy's power might be very useful actually... Though I am not exactly sure how enemy's handle their power usage. It might just have the same effect each time...

Sleeper Service wrote:
Russian Rockman wrote:On that note, is it possible to reduce the level of a system using those events that upgrade your systems? Or is it not dynamic like that?

I tested this for creating a proper sabotage event with permanent power loss, but it did not work for me. Looks like negative system upgrades are not possible.

That's too bad. Would have been fun. :(

Sleeper Service wrote:
Russian Rockman wrote:I read that it is now possible to "force" blue options. Is that true? If that is the case then you could add in some 3 way crew conversations, punish people for say for example... things like piracy when playing as the fed cruiser, and even just add in some flavor texts to events that only apply when playing as a specific faction.

I meant I thought there was a different way to "force" blue options one other than single events. I just read it somewhere, I'm not sure if it is true or not. If not then disregard all that.

Sleeper Service wrote:I think you also inquired how the Zoltan Artillery can have such a thick beam, I kind of forgot about that. here is the thing: Beam thickness is actually proportional to the actual damage of the beam. Beams get wider the more damage they do, automatically, to the point the beams partly blocked by shields are thinner inside the shield bubble. That can actually be observed ingame. ;)
[/quote]
Yeah I figured that out, is that an AE thing? :)
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216b

Postby Sleeper Service » Mon May 26, 2014 12:03 pm

fugu wrote:I've tried installing FTL EL for infinite, but SMM waits forever while installing it. I'm able to install EL for Standard CE without issues, though.

I recommend you read through the troubleshooting section in the first post. I don't know what causes this, so there is no other advice I can give you.

Russian Rockman wrote:Could the Internal Generator augment become obsolete? Maybe using a second augment (Or each augment) could just cost you extra power and that could be enough of a downside? I could actually see the possibility of using 3 combat augments now, with the power cost rising exponentially... Maybe...

This is all somewhat fishy cause it could become a crash cause if you decide to run a ship that is very low on energy.... although there might be a workaround with events for this. Combat augs probably wont work in storms anymore, for the reason described in the R&D thread. Rising power cost with three augments is pretty complex to implement, as the system tags override each other and you would need a huge event tree for this to work. It could probably be done with two augments though. The generator would have to become something different that allows distributing power to multiple augments.

Russian Rockman wrote:Yeah I figured that out, is that an AE thing?

Nope, that was there before.
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Biohazard063
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Re: FTL Captain's Edition 1.216/Inf 1.216/EL 1.216b

Postby Biohazard063 » Mon May 26, 2014 12:49 pm

Hi there,

Found another bug (version 1.216), this one with stealth C
Image
Was unable to enter that room for the entire game.
Boarders that TP'ed in simply stood there as you can see.
Doors opened just fine, just couldn't get anyone in (or out).
Saved and restarted the game but it was still there.

As far as mods used:
ExpandedEnemyWindow_1.1
Better Planets and Backgrounds_v1.3.1
better_asteroids
FTL Captains Edition 1.216
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.203
CE Vanilla Player Ships Loadouts Addon 1.214b

Also, does expanded enemy window come first or last, according to your suggested mod order, any non-ship not-CE-related mods you are using should be first, and I'm assuming this one of them and therefore is first in my current mod order.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.

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