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

Distribute and discuss mods that are functional. Moderator - Grognak
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Estel
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Estel » Sun Aug 10, 2014 9:58 pm

Understood, and the part about in-lore explaining was a half-joke - I never meant it to be explained in-game, just in player's brain ;) Well, somehow I'm attached to that proud green ASB mark, when I hack those planetary defenses to shot defenders, at the same time, ASB icon at first phase of hyperspace jump doesn't bother me at all, so I guess I'll keep my mini-mod overwrite :D

I like, very much, your more subtle glow on Creative Commons sign on main menu scree. Hoever, noticed few cosmetic issues, too:

1. Something strange happened to letters in music credits section - they seem "corroded", parts of letter are missing. It's most visible in "Y" (in "music by") and "A" (in AlienAqtor's nickname), but happened to many other letters - on less scale - too.

2. I noticed that you've restored the f8f8ff (reddish-white) color for FTL mark. I understand why you did it - menu items are f8f8ff too, and I must admit that it works better than ffffff for small-letter things, like CE contributors or music credits.

Hoever, the big "FTL: Captain's Edition" letters look a little strange with f8f8ff - probably, just because they're so big, especially "FTL" part. To be honest, I had to double-check that other things have same color - "FTL" part looks, subjectively, *much* more red'dish than everything else. Might be subjective, but I think that ffffff works better for that logo part.
---

Starting fresh run with glorious new CE release, expect some real bug reports in few days... ;)

/Estel

// Edit

And before I forget again - the idea of a rare chance for starting crystal quest, thanks to on-board science lab, is awesome! It really fits there, and further helps to counter the fact, that so many new sectors lower chance of experiencing it "traditional" way.
Mr. Mister
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Mr. Mister » Sun Aug 10, 2014 10:40 pm

Yo, 'sup fellas. It's been a while, but I see you're all doing rather well.

I think I'm finally back from my FTL hiatus, so I'll be frequenting here in a while back again. I never really played that much after AE was released, so I'm sure I have a lot of content to catch up to, both from the devs and from you, sleepy, slowie and, apparently, Ruscky too.


I haven't run the game again yet (redownloading stuff, yadayadayada), but I can see that artillery system is now fully functional on all ships and that you managed to finally implement your hyperspace idea by using the ASB as the background planet cleaner.


Now, it wouldn't be a post of mine without suggesting a stupid idea for an event... it involves an enemy ship with encased teleporters, where if you loiter around for too much time (without either escaping or destroying the enemy ship), then it'll trigger a succession of text windows with the following flags/triggers:
1.Treason from a crew member of yours.
2.Enemy ship enters escape mode.

I don't remember very clearly what parameters/triggers you can exactly play with, but what I'm trying to recreate here is an enemy ship essentially kidnap and assimilate a crewmate of yours with a (in lore) a special, charge-required teleporter, and presenting in a different way than just a crewmember-killing text window.

I said and assimilate because there's no way you're getting him back though. With the right layout, you can make it so he is teleported to an empty and unconnected room, where the only way to interact with him, for both you and the enemy, would be randomly via boarding drones.
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NarnKar
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby NarnKar » Sun Aug 10, 2014 10:44 pm

Could someone tell me what hyperspace is? I see it a lot in this thread but I've never seen it in playthroughs or in event text.
Mr. Mister
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Mr. Mister » Sun Aug 10, 2014 11:22 pm

On a single exit beacon text:

blablabla. "Several vessel wait in line and prepare to travel closer to the Federation corworlds," blablabla. -> It should be vessels and coreworlds.
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Sleeper Service
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Sleeper Service » Sun Aug 10, 2014 11:36 pm

Welcome back Mr. Mister, good to have you back! :)

Mr. Mister wrote:Now, it wouldn't be a post of mine without suggesting a stupid idea for an event... it involves an enemy ship with encased teleporters, where if you loiter around for too much time (without either escaping or destroying the enemy ship), then it'll trigger a succession of text windows with the following flags/triggers:
1.Treason from a crew member of yours.
2.Enemy ship enters escape mode.

I don't remember very clearly what parameters/triggers you can exactly play with, but what I'm trying to recreate here is an enemy ship essentially kidnap and assimilate a crewmate of yours with a (in lore) a special, charge-required teleporter, and presenting in a different way than just a crewmember-killing text window.

I said and assimilate because there's no way you're getting him back though. With the right layout, you can make it so he is teleported to an empty and unconnected room, where the only way to interact with him, for both you and the enemy, would be randomly via boarding drones.

Interesting idea but unfortunately no real control can be exercised over what the enemy teleporters. Enemy crewmen can't be teleported anyway, except when they are mind controlled, something the AI never does. Also encased systems don't work properly anymore since AE, to the extend that Karto even removed the concept form his auto cruiser I think...

NarnKar wrote:Could someone tell me what hyperspace is? I see it a lot in this thread but I've never seen it in playthroughs or in event text.

Normal CE introduced hyperspace jumps between sectors that need more fuel but allow you to outrun the fleet with better engines. I guess you play CE Infinite? The hyperspace events won't appear there, cause Infinite already introduced a fuel drain mechanic and outrunning the fleet does not make much sense there anyway.

@ Estel: Fixed the stuff you mentioned. I noticed it before, but I tend to forget such small stuff if I don't immediately put down an entry for it in my todo file... :roll:
saber0091
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby saber0091 » Mon Aug 11, 2014 12:19 am

Loaded up CE, with most of the extras, for the very first time.
I see I get to socialize with my crew and talk about upgrades.
Though, I start with 30 scrap, so of course I cannot select the 105 scrap aug being suggested.
I assume this was meant to be informational? Or must I adjust my ship mod in some fashion to change starting scrap amount?

Or does the option just pop up any time it's a blank beacon?
zabing12
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby zabing12 » Mon Aug 11, 2014 12:33 am

any time there is a blank beacon
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stylesrj
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby stylesrj » Mon Aug 11, 2014 7:21 pm

Are there any plans to add some piracy options against those Engi ships that show up when you're out of fuel? The only way it seems you can fight them is if they've been reprogrammed. The other outcomes include giving you fuel, asking for payment for fuel or they ignore you because Federation=void.

I/O error? Well how about you try to switch off my Mantis raiders, Engies!
condonzack
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby condonzack » Mon Aug 11, 2014 8:19 pm

Been playing the latest version, although I haven't run into anything obviously new. Still having issues with crashes and graphical glitches.

Crystal A with the new load out is hilariously fun! Lock II is SO GOOD for suffocating the enemy crew!
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Sleeper Service
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Sleeper Service » Mon Aug 11, 2014 9:54 pm

condonzack wrote:Still having issues with crashes and graphical glitches.

Uhm could you specify that a little? Like what sector and what kind of graphical issues...

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