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

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stylesrj
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Wed Aug 05, 2015 7:35 pm

By the way, for next update will the following be fixed?

1) Engi Homeworld Event. After I get the real intel, I have no other choice but to let those Rebel scum go... but what if I'm flying a Slug ship? Why can't I go back on my truce and attack or why can't I try with other ships. I hate letting Rebels go with some idea of a choice. Especially when I can attack the decoy without consequence (Although those guys were asking for it and who here ever let them go?)
2) The Slug event where the guy beams onboard and steals your stuff if you were silly enough not to remember how many moons you flew past:

Code: Select all

<event name="SLUG_DISTRESS_QUESTION_FALSE">   <!-- JUSTING - TO DO - Add reduction of scrap   "Further, I have taken advantage of your lack of acuity to beam aboard your ship and steal your stuff!!"-->
   <text>"That issss... incorrect." Further, I have taken advantage of your lack of acuity to beam aboard your ship and steal your stuff!</text>
   <item_modify steal="true">
      <item type="scrap" min="-35" max="-35"/>
      <item type="fuel" min="-4" max="-2"/>
      <item type="drones" min="-2" max="-1"/>
   </item_modify>
</event>


If you have a Teleport Disruptor, shouldn't you be able to say "On the contrary, I have taken advantage of your ignorance to disable your teleporter. Get him!" and either he's impressed by your actions and joins the crew willingly or he attacks as an intruder.
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby thereaverofdarkness » Wed Aug 05, 2015 10:28 pm

Sleeper Service wrote:
thereaverofdarkness wrote:P.S. There's nobody who can consistently beat FTL. If you get a string of victories, there's a good chunk of luck involved, no matter how well you play.
Twinge and a few others have 28+ winstreaks on hard with changing ships. This proves that enough experience/skill/memorization or however you want to define it will overcome any situation. Luck ultimately isn't relevant in FTL, like Twinge put it "the game just has a deceptively hight skill ceiling".

Well he does play on Advanced Edition without any overhaul mods, which is probably the most fair setup you can get in FTL. I can believe someone getting 28 straight wins there, but I guarantee you it won't happen most tries. I watched one of Twinge's playthroughs on that streak (with the Stealth B) and right near the beginning of the video he exploits a bug that doesn't exist on my version: while the pilot is mind controlled, he has a crewmember enter the pilot's room and gain full bonus as if he were in the seat even though he's merely stepping into the room, and then he activates cloak before the crewmember gets to the pilot position and enters combat, which causes the ship to maintain full pilot-bonused evasion during cloak. When I try that, the crewmember does apply unbonused piloting evasion to the room upon entering but must reach the seat before applying the full bonus, if the crewmember enters combat the bonus will disappear, and activating cloak before he reaches the spot will not prevent the evasion from going down. So he had 75% evasion I think it was, when he should have had 60%. But even still, he had a very close call later in the run when he came down to 1 hull HP and didn't have a store around to repair. There was definitely a lot of luck in that run. I just went and turned off CE, went back to AE and played a run of the Stealth B and right before exiting sector 2 I encountered an unbeatable enemy. It had a beam drone II and two weapons with highly varying charge times--I forget what they were. It also had 2 shield bubbles. I never got to fire the glaive beam because the drone shortened the cloak in the first shot, and subsequent shots took out my navigation and weapons. Even if I had cloaked before the beam drone fired, there was no reason to believe the weapons wouldn't be shot out by subsequent volleys of weapons' fire later. My best bet at that point was to pause after the beam drone starts firing and see if it's going to hit the weapon or cloak, but by then it was too late.

I'd say if you play a perfect game and make zero mistakes, you have about an 80% chance of winning in AE hard, maybe a 70% chance of winning in original FTL normal, and it's looking like about a 60% chance in CE hard but I haven't played nearly enough to tell for sure. Twinge is about as good as I am--while he played some cool tricks I've never thought of, he missed a few I would have taken advantage of to great effect. He got lucky, even in AE which is a lot more fair.
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Sleeper Service » Wed Aug 05, 2015 10:35 pm

stylesrj wrote:1) Engi Homeworld Event. After I get the real intel, I have no other choice but to let those Rebel scum go... but what if I'm flying a Slug ship? Why can't I go back on my truce and attack or why can't I try with other ships. I hate letting Rebels go with some idea of a choice. Especially when I can attack the decoy without consequence (Although those guys were asking for it and who here ever let them go?)

Unfortunately that isn't possible, because crew-killing the ship also has to result in gaining the intel. Being able to attack the ship again could therefor potentially lead to getting the quest two times, if the ships is crew-culled afterwards. Removing the later isn't really possible either, cause that would prevent all crew-killer builds from completing the quest at all.

stylesrj wrote: The Slug event where the guy beams onboard and steals your stuff if you were silly enough not to remember how many moons you flew past.
I'm pretty sure no one ever does get that wrong, but I might still add that.

thereaverofdarkness wrote:He got lucky, even in AE which is a lot more fair.

Well he and the other 20+ hard game winstreakers get lucky pretty consistently then. ;) CE is designed for Normal difficulty by the way, thats made pretty clear on the front page. The existence of Hard mode does not feature into the mod.
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Wed Aug 05, 2015 10:48 pm

Unfortunately that isn't possible, because crew-killing the ship also has to result in gaining the intel. Being able to attack the ship again could therefor potentially lead to getting the quest two times, if the ships is crew-culled afterwards. Removing the later isn't really possible either, cause that would prevent all crew-killer builds from completing the quest at all.


Ah, I never thought about that.
But then again chances are you were either going to kill the crew anyway and thus wouldn't trigger the surrender (hopefully!) or you were going to atomise the ship for spare parts.

Of course people would exploit that but those are the same sort who return to that Zoltan facility that gives them the free augment (like I do!)

I'm pretty sure no one ever does get that wrong, but I might still add that.


It happened once... before AE. From then on in, every time I see the event text say "You arrive at the distress beacon" and nothing else I think to myself "I wonder how many moons it will be this time?"

But I need to make it my mission to find all those events where intruders beam onboard without warning and no way of using my Disruptor to stop them :lol:
It's not like that Slug offering a drink and stealing your stuff while you're asleep. Clearly no teleporter was used there.

In other news... I once ran out of fuel and I actually had spent 95 Scrap on getting 10 units with that Slug trader. What was at a nearby beacon? A store!
Good thing it was CE Infinite where losing 95 Scrap isn't too bad. I mean it's bad but you have time to get it back.
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby RAD-82 » Wed Aug 05, 2015 11:01 pm

thereaverofdarkness wrote:I watched one of Twinge's playthroughs on that streak (with the Stealth B) and right near the beginning of the video he exploits a bug that doesn't exist on my version: while the pilot is mind controlled, he has a crewmember enter the pilot's room and gain full bonus as if he were in the seat even though he's merely stepping into the room, and then he activates cloak before the crewmember gets to the pilot position and enters combat, which causes the ship to maintain full pilot-bonused evasion during cloak. When I try that, the crewmember does apply unbonused piloting evasion to the room upon entering but must reach the seat before applying the full bonus, if the crewmember enters combat the bonus will disappear, and activating cloak before he reaches the spot will not prevent the evasion from going down. So he had 75% evasion I think it was, when he should have had 60%.

You need to re-evaluate your statement here. There is no exploit there.

75% = 60% cloak + 10% Lvl 2 engines + 5% Engine manning bonus

I see no piloting bonus in that.
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Biohazard063 » Thu Aug 06, 2015 6:56 am

Sleeper Service wrote:CE is designed for Normal difficulty by the way, that's made pretty clear on the front page. The existence of Hard mode does not feature into the mod.

:|

You can tell... some of the stuff being thrown at you on hard is just ridiculous.
It's not so much the fact that you gain less scrap. Besides, there's ways to counteract that in CE (slug gel, cargo TP,...).
But some of those ships you encounter. :shock:
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby R4V3-0N » Fri Aug 07, 2015 7:10 am

should rename CE's Hard mode "Nightmare" instead. Just because of the insanity you meet.
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Estel
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Estel » Fri Aug 07, 2015 4:56 pm

I think that we should call it "Rockman('s) mode" ;)
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Fri Aug 07, 2015 10:08 pm

Or Kaizo's I Wanna Be The Dark Souls Cat difficulty

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