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

Distribute and discuss mods that are functional. Moderator - Grognak
Artamba
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Artamba » Mon Aug 03, 2015 5:54 pm

Sleeper Service wrote:
Artamba wrote:Some weapons I feel make little sense or are simply there for the sake of variety and 'choice', like the Hull Smasher Laser 1 has the same charging time and power-cost as the Heavy Laser 1, but other than a little more breach chance (I think) it is all around a directly worse option. I am not sure if the mark was missed when the idea around a large range of weapons that are all a bit similar - I have not played more than 10 hours of it, though I imagine that there would be a lot of limitations upon creating a vastly different kind of weapon.


WEAPONSSSS


Hey. I like the ideas you expanded on regarding variety n' all that. I think the zap lasers are pretty damn cool to be honest, and the idea of making do with what you got is a pretty attractive prospect, actually. I still don't like Heavy Scatters, though. I feel sad that the excitement I felt when I first saw the scatter burst laser, thinking that it was some kind of special shield-eating class of weapon. I suppose nothing can be done there! :P

Also, I understand the benefits of listening to your community, but be careful easy-ifying Sector 1- or any sector! Most of the time the fact is that they are players who haven't got the hang of it, who speak with the conviction of someone who doesn't understand that there's anything to get the hang of. They can be convincing, but keep your original vision in mind always! I've seen so many beloved games fall to devs giving into the community begging for easy.

Oooh! Also- which of the new music pieces did Ben Prunty contribute? I'm quite curious.

P.S. After being attacked in a pirate sector after jumping to a Store beacon, you can access the store before the battle begins which seems funny. Also, after defeating the pirate, the event text expresses its disappointment in not being able to open trade with the stores. Is there no way around this one too?
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stylesrj
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Mon Aug 03, 2015 7:20 pm

Artamba wrote:
P.S. After being attacked in a pirate sector after jumping to a Store beacon, you can access the store before the battle begins which seems funny. Also, after defeating the pirate, the event text expresses its disappointment in not being able to open trade with the stores. Is there no way around this one too?


I think the event means that you can't trade your goods with the Store (as in, sell off those artefacts you're lugging around) for more Scrap.
And it makes sense the Store is open before the battle - Your crew tells you to get back as soon as possible to deal with the danger.

Also, it means that you can go to the Store, buy that device you need to kick the enemy's butt, then take their wreckage and use the Scrap to get that other device you wanted but were two Scrap short of :twisted:
Artamba
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Artamba » Mon Aug 03, 2015 8:58 pm

stylesrj wrote:
Artamba wrote:
P.S. After being attacked in a pirate sector after jumping to a Store beacon, you can access the store before the battle begins which seems funny. Also, after defeating the pirate, the event text expresses its disappointment in not being able to open trade with the stores. Is there no way around this one too?


I think the event means that you can't trade your goods with the Store (as in, sell off those artefacts you're lugging around) for more Scrap.
And it makes sense the Store is open before the battle - Your crew tells you to get back as soon as possible to deal with the danger.

Also, it means that you can go to the Store, buy that device you need to kick the enemy's butt, then take their wreckage and use the Scrap to get that other device you wanted but were two Scrap short of :twisted:


Pbfft :P yeah, it does mean that xD. But I'd rather it make sense! "Take a seat, invading Mantis - please. Excuse me while I install this drone bay and implement anti-personel measures.

I just had a really engaging run with The Osprey. Man, every fuckin' sector feels so damn unique it's brilliant. I had just made it out by the skin on my teeth of a pirate sector and straight into bloody unsanitary city whereupon I'd lost 3 crew members by the time I'd reached the exit beacon. Damn. I'll miss those guys ;(
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Sleeper Service
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Sleeper Service » Mon Aug 03, 2015 9:02 pm

Artamba wrote:Oooh! Also- which of the new music pieces did Ben Prunty contribute? I'm quite curious.

"Electric Mountain" and "Serious Music is Serious", the battle and explore track for the Auto Sector. Electric Mountain is amazing, very Risk of Rainy.

Artamba wrote:P.S. After being attacked in a pirate sector after jumping to a Store beacon, you can access the store before the battle begins which seems funny. Also, after defeating the pirate, the event text expresses its disappointment in not being able to open trade with the stores. Is there no way around this one too?

I found the event and battle breaks up the notion that you have time to exchange goods there, so I didn't allow that, also to further differentiate the event. The fact that the store is accessed before the battle starts can't be changed, but the event texts kind of explains how that goes. You basically get attacked while you already started to browse the store/installed your drone system.
Artamba
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Artamba » Mon Aug 03, 2015 10:18 pm

Sleeper Service wrote: heh


Man. Risk of Rain's soundtrack was pluckin' off the charts- it was so great! I've only been to the robit sector once and that quickly ended after I rolled up infront of the biggest AI ship I ever done seen, whereupon I let it decimate me with my jaw still hanging (not exaggerating, my jaw hung).

But yeah, lots of limitations on modding a game it seems. Still, makes for interesting work arounds, like making the Artillery Beam on the Osprey also represent that it is a high ranking Fed vessel, or the Zoltan's shield aug. Good thinking that is :)
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stylesrj
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Mon Aug 03, 2015 10:57 pm

Artamba wrote:I've only been to the robit sector once and that quickly ended after I rolled up infront of the biggest AI ship I ever done seen, whereupon I let it decimate me with my jaw still hanging (not exaggerating, my jaw hung).


Protip: When entering automated sectors, bring breaching weapons. A lot of them. Those automated ships don't carry Slug Repair Gel. Only the Flagship does.

But yeah, lots of limitations on modding a game it seems. Still, makes for interesting work arounds, like making the Artillery Beam on the Osprey also represent that it is a high ranking Fed vessel, or the Zoltan's shield aug. Good thinking that is :)


I still think the Artillery for each of those ships could also count as having that type of ship (Mantis Artillery = Mantis Ship). But then again, I'd much rather waste an augment slot which can be easily replaced once I don't need it rather than waste a system slot that I'll never use outside of blue events.

To me, Artillery tends to go the way of Missile weapons unless it's really impressive. Like that industrial beam that fires for 20 seconds, so it's a non-stop cutter, provided the enemy's shields are down.

P.S. I think there needs to be more people testing Slug-Controlled sectors. As in, rather than deliberately trying to avoid them. I know they're full of Slugs and they are really bad places to be but you never know when some BS event appears that needs to be looked at. According to the code there's an event added in where someone gets taken away by mind control.
Has anyone encountered that one yet? Because I'd like to hear those war stories.
Tycho X
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Tycho X » Tue Aug 04, 2015 10:42 am

It's actually funny how everyone avoids slug sectors. I heard they actually give you more scrap.
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R4V3-0N
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby R4V3-0N » Tue Aug 04, 2015 10:54 am

Personally I am still having issues deciphering 3/4 of the sector types for this mod that I can't even avoid a slug nebula because I can't always understand what it's names are...
Not a bad thing, but I for some reason never get the same name twice...
R4V3-0N, a dreamer.
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stylesrj
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Tue Aug 04, 2015 11:55 am

Tycho X wrote:It's actually funny how everyone avoids slug sectors. I heard they actually give you more scrap.


Nebula sectors give you more opportunities. Which could mean more Scrap.
And considering how nebulae are full of idle beacons, there's more opportunity for other benefits.

R4V3-0N wrote:Personally I am still having issues deciphering 3/4 of the sector types for this mod that I can't even avoid a slug nebula because I can't always understand what it's names are...
Not a bad thing, but I for some reason never get the same name twice...


Look for a purple sector that doesn't sound industrial or hazardous :D
Chances are it's an uncharted nebula or a Slug sector.

Speaking of which, shouldn't there be a Nebula Homeworld? I mean you have Trade Hubs being the Civilian Homeworld, Pirate Homeworlds exist...
Or is the Hazard Sector considered the "Homeworld" version of the Nebula?
A Nebula Homeworld could I dunno... have a lot of hidden nebula stuff? An encounter with space whales?

And while we're on the subject, why not a Lanius Homeworld? Or because they're always moving and consuming, there wouldn't be one?
Tycho X
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Tycho X » Tue Aug 04, 2015 12:04 pm

stylesrj wrote:And while we're on the subject, why not a Lanius Homeworld? Or because they're always moving and consuming, there wouldn't be one?


I'm against that idea for two reasons; firstly, according to FTL original lore, they're not from our galaxy. Secondly, I've always pictured them as more of a nomad race, moving from galaxy to galaxy. Why? Because eventually they're going to run out of scrap/metal, and will move out to search for more. (Only just noticed you said it yourself)
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