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

Distribute and discuss mods that are functional. Moderator - Grognak
Krazyguy75
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Krazyguy75 » Fri Nov 21, 2014 11:53 am

I came up with a suggestion for a new type of enemy:

Satellites: Each satellite would have a different focus, but all of them would share the same traits such as no crew and low health. They'd all be transmitting signals, which are based off the ol' jumping to warp thing, and if you let them go, you will end up with something bad, based off the type. They would also have a chance of having artillery equipped, for the old satellite cannons. Overall, high offense, low defense.
Rebel: Fleet boosted x2
Mantis: Mantis battleship (whatever they are called again) attacks you and damage to hull.
Slug: Pay slugs high scrap or x3 fleet boost.
Lanius: Lanius ship attacks you with PDS support.
Rock: High power rock battleship attacks.
Zoltan: Summons Zoltan ship, lose half your reactor power due to EMP.
Crystal: Goes unanswered... with a very small chance of a very powerful Crystal ship and hull damage.
Pirate: Bounty hunter attacks.
AI: AI ship attacks and lots of AI boarders.
Civilian: If you chose to attack it and let it get away, +1 fleet boost with chance of Bounty Hunter.
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NarnKar
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby NarnKar » Sat Nov 22, 2014 12:36 am

The problem with your "transmissions" idea, Krazyguy, is that you can't spawn more than one enemy ship per event. So you can only spawn the satellite, without spawning another ship afterwards. Damage would have to be done through events--which already happens, courtesy of turret self-destruction.
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R4V3-0N
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby R4V3-0N » Sun Nov 23, 2014 12:26 pm

I wounder if CE has an event in the lanius sector that allows some native Lanius strip some of your hull (aka take hull damage) and you get quite a bit of scrap in return. (more scrap then what repairs would cost, at least by double)

Would be cool and throws in a bit of a gamble. (option for 25 hull, 20 hull, 15 hull, 10 hull, 5 hull, 1 hull)
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Sleeper Service
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Sleeper Service » Sun Nov 23, 2014 7:02 pm

I considered something like this as a Lanius blue option for the Hull Repair Kit aug, but discarded it for being hard to balance and feeling off as a permanent options. Making this a Lanius event might be more feasible.
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NewAgeOfPower
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby NewAgeOfPower » Mon Nov 24, 2014 6:35 am

stylesrj wrote:Was this before AE? Because I've tried ships with up to 7 layers of shields.

Not only do they block missiles (1 damage each missile) they are also shown on the UI the same way the 5th layer does, except over the other two bubbles.

The only real issue with them was that the system itself beyond 10 health bars would be damaged and require repairs every time you reloaded a save game or encountered a ship that would have them (which should be rare. That Mantis Teleporter Barge at Sector 4 was fixed).


T'was indeed pre-AE.

However, our current issue is puttng 14 power into shields; especially with current power/crash limitations?
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stylesrj
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby stylesrj » Mon Nov 24, 2014 7:49 am

NewAgeOfPower wrote:
T'was indeed pre-AE.

However, our current issue is puttng 14 power into shields; especially with current power/crash limitations?


I thought the current issue was something more... electrifying

*rimshot*

You can always go with the Zoltan Magistrate approach and make a 2x4 shield room and put 8 Zoltans in it to cover the power shortage issues.
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Biohazard063
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Biohazard063 » Mon Nov 24, 2014 7:12 pm

Quick question :
Built a ship in Superluminal, gave it the Fire Bomb MkIII as artillery.
The damn thing refuses to fire during testing.
The bomb appears on the mount and the weapon light goes green, then it just sits there. The charge bar grinds to a halt as well (though it could be that that's when it fires)
Could it be because the weapon can be used against your own ship and it confuses the targeting?

Reason I'm asking it here is simple : CE uses artillery, CE uses the weapon in question.
So you're the best man to get some starting info on. If you have the time and aren't bothered.
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slowriderxcorps
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby slowriderxcorps » Mon Nov 24, 2014 11:43 pm

I encountered that when I was going through the motions of generating the Artillery weapons in sMi. Basically, you cannot have an Artillery weapon that requires missiles to fire. If it does, then the weapon will hang when it's fully charged and not do anything.
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Nider_01
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Nider_01 » Tue Nov 25, 2014 6:23 pm

Did you test focused ion beams (1 pixel range)? Maybe they will work... :)
Tacitus
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Tacitus » Wed Nov 26, 2014 2:16 am

Back to FTL after a long break and am playing through a run right now and came across the Combat Simulator. Whoever had this idea is amazing and I love them.

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