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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R4V3-0N
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Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266

Postby R4V3-0N » Sun Dec 07, 2014 4:53 am

Sleeper Service wrote:Are you planning to release that as a ship mod (or would you even have already?) Cause that would be awesome.


I was but I thought it was a bad concept and no one would like it. FTL Reddit says otherwise. :lol:
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stylesrj
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Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266

Postby stylesrj » Sun Dec 07, 2014 5:05 am

Can I suggest that at beacons where you encounter a trade ship and you have no trade goods or the right augments to safely raid that ship that the beacon can be used for social events (or count as an empty beacon)

So it'd be like this:

1) Ignore the ship
2) Raid their cargo
3) Socialise with your crew while you wait for the FTL to recharge.

I mean that ship isn't going anywhere and you could use that time to catch up with things. Or would it cause problems with random encounters due to certain augments? (you can't run a training simulation for example).
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Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266

Postby R4V3-0N » Sun Dec 07, 2014 5:19 am

Sleeper if you want to see my progress on the original rebel ships I already made them in normal size FTL form near the bottom off that album of old pictures (I updated it)

I am also working on any patturns they had at the time. The "Rebel Scout Rigger" and the "Rebel Rigger" have different thickness of stripes and the Normal Rigger has the MFK markings. Also I already got a 100% vanilla unchanged cloaking image for the Rebel fighter however as usual by any mod I make their is no pink glow around the edge of the ship.

I am sorry but my excuse this time is this is how they were in vanilla at the time :lol:
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Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266

Postby R4V3-0N » Sun Dec 07, 2014 9:58 am

Image
Image
Image

Fans of captain edition.

How do you feel having these 3 ships that just FTL'ed from a far far past in the game pop up in this mod soon? :)
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Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266

Postby Sleeper Service » Mon Dec 08, 2014 4:08 pm

CE Resource Pack 1.267
- R4V3-0Ns reworks of the Matt and Justin's original Rebel ship designs added

CE Update 1.267
- Some new ship classes for the Rebels added
- A few new events added
- A few weapon mounts and layout offsets on Rebel assault hulls adjusted
- Some minor fixes

CE Infinite Addon 1.267
- Shield system price increased
- Changes of CE 1.267 imported

Thanks a lot for the work on those vintage ship images, R4V3. Well done!

stylesrj wrote:Can I suggest that at beacons where you encounter a trade ship and you have no trade goods or the right augments to safely raid that ship that the beacon can be used for social events (or count as an empty beacon)

So it'd be like this:

1) Ignore the ship
2) Raid their cargo
3) Socialise with your crew while you wait for the FTL to recharge.

I can see that it is anoying that there is nothing to get out of those events if you are not a pirate, but then again that is actually part of the advantages that piracy capabilities grant. The problems you mentioned also play into this. I'd rather have the empty beacon option restricted to beacons where there really is nothing else you can do.
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Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266

Postby stylesrj » Mon Dec 08, 2014 6:20 pm

I can see that it is anoying that there is nothing to get out of those events if you are not a pirate, but then again that is actually part of the advantages that piracy capabilities grant. The problems you mentioned also play into this. I'd rather have the empty beacon option restricted to beacons where there really is nothing else you can do.


The solution would then be to not show the trade ship until you start raiding, but this then has the same problem of "saving the civilian ship" or "attacking the pirate trader" where you go in, only for it to be an Energy Fighter and you're flying the Mantis B or the Crystal B.

Or people might confuse it 100% for an empty beacon.
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Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266

Postby rannl » Tue Dec 09, 2014 5:14 pm

Hey Sleepy, I've been digging around CE, trying to see how you handled the 2 different artillery weapons for the Fed A/B and Fed C. From what I've seen, recognition of the Fed cruisers is based on the arti weapon blueprint name. So all events which Fed specific have the req="ARTILLERY_FED" attribute.
In that case, the Fed C is not recognized as a Fed ship, because it's artillery weapon is named ARTILLERY_FED_C.
It seems to me like this was intentional, since the Fed C has a privateer/pirate theme to it.
I was wondering if you might have tried finding a solution to this problem and if you did - what that solution was.
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Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266

Postby Sleeper Service » Tue Dec 09, 2014 5:26 pm

In that case this was indeed intentional. But you could make a blueprint list that contains both artilleries (or any artillery you want, I assume you need this for the Randtrells) and then check this list instead of the actual artillery ID in events. This way the events would work with all fed artilleries, but the solution would require modifying all events that check for the original fed artillery.
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Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266

Postby rannl » Tue Dec 09, 2014 5:38 pm

Sleeper Service wrote:In that case this was indeed intentional. But you could make a blueprint list that contains both artilleries (or any artillery you want, I assume you need this for the Randtrells) and then check this list instead of the actual artillery ID in events. This way the events would work with all fed artilleries, but the solution would require modifying all events that check for the original fed artillery.

Unless the blueprint list is named ARTILLERY_FED, in which case the events are already good to go.
And since the randtrel mod should be loaded last, I assume the blueprint list name will take precedence over the arti weapon blueprint name.
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Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266

Postby Sleeper Service » Tue Dec 09, 2014 7:54 pm

Yep, that would work. You'd just have to make sure that you assign a new artillery ID to all ships that use ARTILLERY_FED.

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