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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
NarnKar
Posts: 778
Joined: Thu Jun 19, 2014 4:24 pm
Location: this forum
Contact:

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
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

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.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

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
Posts: 8
Joined: Wed Dec 25, 2013 3:39 am

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
Posts: 63
Joined: Fri Jul 18, 2014 5:35 pm

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
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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
Posts: 17
Joined: Sun Jul 06, 2014 2:09 am

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!
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

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...
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Mr. Mister » Tue Aug 12, 2014 4:30 pm

Found a Rebel Pusher with the left weapon mount attached to the wrong gib.
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby stylesrj » Tue Aug 12, 2014 7:18 pm

I was playing a bit of Starcraft II and then it occurred to me: Train Robbery! (Firefly had little to do it with though. But it did come to mind as well)

Russian Rockman mentioned it earlier about scenarios where you could land on a planet.
One possible scenario to consider (apart from a complicated series of events leading to boarders on the ship) is that the background are a series of magnetic tracks your ship is flying over while chasing down a train carrying supplies. Why you can't bomb it from orbit is because it's a pretty big train/you want to get under the ASBs/more likely to recover the supplies.

The FTL jump in that case is the train activating emergency boosters and escaping into a tunnel or getting to its destination where the Rebels/Pirates/Rude Dudes/Robots are waiting. So don't leave your crew onboard when it does that.

This could also lead to another thing you could do at an empty beacon/out of fuel: Piracy! You find a nearby planet, use your license/ship augment and go raid some "helpless" colonies for supplies. Robbing a train could be one of the outcomes. It needs life support because it's a really fast train/life support are technically inertial dampeners/robot train!

-------------------

Also in other news, I like those flavour events where you may randomly lose power or a fire starts somewhere on the ship as you fight the enemy. I also find it a problem - in those events where you randomly lose power, it could potentially crash the game if you're flying a ship with above maximum reactor power.

I know it's not really much of a problem if you're not cheating and someone can easily mod that event out if they are cheating but I'm just complaining about it before others do as well.

But seriously, I like how those events add that extra flavour to a battle. "Your father would be proud" indeed.

Who is online

Users browsing this forum: No registered users and 14 guests