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

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ledtim
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby ledtim » Mon Oct 26, 2015 1:52 pm

Playing FTL captain's edtion 1.28d.
Found two different versions of Heavy Anti-Ship Ion Drone in one game.
Identical description text, 1 requires 2 power, the other 3 power.
It appears that DE_DRONE_ION_2_ENEMY [which I assume was meant to be the enemy-only version] has rarity set to 3 rather than 0.
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Sleeper Service
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby Sleeper Service » Mon Oct 26, 2015 5:12 pm

Ah ok, that will be fixed with the next update.

stylesrj wrote: There needs to be the rare chance of encountering a cruiser at a Rebel Store
Yeah, I'd love to do that but there are only so many scenarios where you can justify the store being active before and after the fight (there is no way to spawn stores, and without spawning store you can't mark a beacon as store) The pirate store fight event already goes through a lot to explain that you can shop, then fight, than shop again. :roll:
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stylesrj
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby stylesrj » Mon Oct 26, 2015 6:12 pm

Yeah, I'd love to do that but there are only so many scenarios where you can justify the store being active before and after the fight (there is no way to spawn stores, and without spawning store you can't mark a beacon as store) The pirate store fight event already goes through a lot to explain that you can shop, then fight, than shop again.


Justification is easy enough and probably lore-friendly too.

You're going shopping, hoping your fake ID won't get you tagged by the cruiser. But then after an incident at the bar, you accidentally set the Rebels off and they prepare their ship for combat (complete with hilarious ship name).
Afterwards, well you just destroyed a cruiser. Of course no one is going to touch you while you shop.

Either that or you're visiting a black market when the cruiser arrives. Maybe they were looking for contraband too :lol:
meklozz
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby meklozz » Mon Oct 26, 2015 6:41 pm

Sleeper Service wrote:Yeah, I'd love to do that but there are only so many scenarios where you can justify the store being active before and after the fight (there is no way to spawn stores, and without spawning store you can't mark a beacon as store) The pirate store fight event already goes through a lot to explain that you can shop, then fight, than shop again. :roll:


I'm not sure I get what you want to do (I don't know the events you're talking about), but couldn't you disable the store after the fight by adding an asteroid field or an asb to the destroyed/deadcrew events?
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Sleeper Service
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby Sleeper Service » Mon Oct 26, 2015 8:35 pm

meklozz wrote:I'm not sure I get what you want to do (I don't know the events you're talking about), but couldn't you disable the store after the fight by adding an asteroid field or an asb to the destroyed/deadcrew events?
Hm, does that work? Anyone tested that?

stylesrj wrote:You're going shopping, hoping your fake ID won't get you tagged by the cruiser. But then after an incident at the bar, you accidentally set the Rebels off and they prepare their ship for combat (complete with hilarious ship name).
Afterwards, well you just destroyed a cruiser. Of course no one is going to touch you while you shop.

Either that or you're visiting a black market when the cruiser arrives. Maybe they were looking for contraband too :lol:
Yeah there are ways to spin it, but probably not without changing most of the original shop texts. The whole idea of scaring an entire planet or rebel base into submission by battling their cruiser kind of strikes me as a little far stretched. But if spawning hostile ASB really disables the shop that might be something to consider then. I'd assume it would, cause you are in danger... then again hostile ASB despawns when jumping to another beacon (just tested that), so that would already allow for an exploit to visit the shop regardless.
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stylesrj
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby stylesrj » Mon Oct 26, 2015 8:58 pm

Yeah there are ways to spin it, but probably not without changing most of the original shop texts. The whole idea of scaring an entire planet or rebel base into submission by battling their cruiser kind of strikes me as a little far stretched.


So does a single automated ship with construction markings threatening an entire planet. "Oh no! It'll destroy our planet if you don't help out, Federation Cruiser! You've only got a million years to save our world from destruction! There is no time to waste!"

Ok the ship threatens a colony but it's still the same principle really. You destroy a cruiser and the base surrenders because well holy crap you took out the RS Money Can Buy Many Peanuts! It'll be a few days/hours before the next cruiser will arrive and there's the advancing Rebel fleet and the focus on the Flagship... just show them your wares and let em on their merry way.

But if spawning hostile ASB really disables the shop that might be something to consider then. I'd assume it would, cause you are in danger... then again hostile ASB despawns when jumping to another beacon (just tested that), so that would already allow for an exploit to visit the shop regardless.


Your fake ship ID obviously works again.
Not like they're going to look out the windows and check to see if that Mantis Cruiser is the same one that kicked their butts last time. :lol:
meklozz
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby meklozz » Mon Oct 26, 2015 11:54 pm

You're right, once a store shows up, nothing short of the rebel fleet seems to be able to stop it appearing when you jump back to it's beacon. Even if you run away from a ship fight there, it will still give you a store - even before making you fight, actually.

Do you know if <fleet>rebel/fed/battle</fleet> tag actually does anything? I thought it might force something, but it looks like it only works when the actual (hardcoded?) rebel fleet gets there? Maybe it makes the proper backgrounds appear?

Still, making you pay fuel and time for going back to a store like that doesn't seem entirely exploit-y. It's a fair price, I guess.

By the way, CE has some events that replace surrender/escape, right? Did you notice that running away from a fight once one of those is activated makes the ship disappear from the sector map, even if hostile? Seems that's a thing, too. I mean, it makes sense, but I had no idea.
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Sleeper Service
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby Sleeper Service » Tue Oct 27, 2015 9:37 am

meklozz wrote:Do you know if <fleet>rebel/fed/battle</fleet> tag actually does anything? I thought it might force something, but it looks like it only works when the actual (hardcoded?) rebel fleet gets there? Maybe it makes the proper backgrounds appear?
Well it displays fleets in the background, and if a hostile ASB is spawned it wlll originate from a Rebel Cruiser. I think this tag only works when being contained in the first event capsule of a beacons, or at least there were some circumstances where it doesn't take effect for some reason.

meklozz wrote:By the way, CE has some events that replace surrender/escape, right? Did you notice that running away from a fight once one of those is activated makes the ship disappear from the sector map, even if hostile? Seems that's a thing, too. I mean, it makes sense, but I had no idea.


meklozz wrote:Still, making you pay fuel and time for going back to a store like that doesn't seem entirely exploit-y. It's a fair price, I guess.
Yeah, but there is still no way to explain this to the player cause you cant spawn a new event at the store. I'd assume people would start report that as a bug or exploit and I'm getting nagged about minor inconsistencies in the mod enough already. :D People are super smug about the Pirate store fight event alone, so I probably won't push that further.
I just find the whole scenario more believable when gone through on pirate worlds. Sure, you can try to give explanations (although you can't explain why you can shop when you jump back there, cause no event spawns), but as mentioned I don't want to display the Rebels as too incompetent/helpless. Bashing up their cruiser and then going for an impulse buy to the near corner store kind of makes it look like you can do whatever you want right there in Rebel territory. I find the Pirate store event more believable cause it takes place in lawless space where no one really cares.
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stylesrj
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby stylesrj » Tue Oct 27, 2015 11:33 am

Bashing up their cruiser and then going for an impulse buy to the near corner store kind of makes it look like you can do whatever you want right there in Rebel territory. I find the Pirate store event more believable cause it takes place in lawless space where no one really cares.


Well why doesn't the Rebel Fleet advance much faster in Rebel-controlled sectors then (and especially in the Stronghold?) if you're concerned about people doing what they want in Rebel territory :P

I like to think of them as recently-conquered territory. The enforcers are in, the Federation is out but they still haven't locked down everything so you have some freedom but watch out for those tracking devices, forward scouts and the RS Monetary Exchange while they're out shopping for that Burst Laser II.

Or it's a black market and that Rebel ship was in the neighbourhood. So that means you have enough time for shopping but not for goods exchanges afterwards.

The main reason I want the event is not because of how BS it'd be to encounter but because Rebel cruisers normally have silly names appropriate to the situation at hand. Having ones for stores would give players a good laugh before they get wrecked.
Captain Trek
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Re: FTL Captain's Edition 1.28d/Inf 1.28/EL 1.28

Postby Captain Trek » Sat Oct 31, 2015 10:17 am

So I'm confused. In the OP of this thread it says you guys are done with CE and the last update made to that OP was a year ago (almost exactly a year ago, in fact), but going by the discussion you seem like you're still updating and improving this mod. What gives?

EDIT: Huh. Guess I never did post to this forum after joining it. Odd...

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