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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kartoFlane
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Postby kartoFlane » Thu Sep 18, 2014 11:37 am

1.5 could be released now, but there's still one incomplete feature (grouping of mods in the form of a tree instead of a table).
Perhaps I'll try finish to it up if Vhati doesn't do this, though frankly I never fully understood what he wanted to do with it, when I discussed this feature with him way back...
Superluminal2 - a ship editor for FTL
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Sleeper Service
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby Sleeper Service » Thu Sep 18, 2014 5:17 pm

A small update mostly for implementing various small fixes. The Rebels ship low tier ship rooster also saw the addition of some new ship classes that use the new Rebel Assault hull. That will bring the Rebels on par with most other hostile factions that all feature three different hulls for their global ship lists.


CE Resource Pack 1.25
- Some tiny adjustments
- Rebel Assault ship graphic added
- Target Practice ship graphic by TaxyService integrated

CE Update 1.25
- Battery caps in storms removed again
- SUN_INTENSE event is unique now, as it should have been
- Slug unlock quest no gives regular augs instead of Slug Gel now
- Rebel Drone-Carrier reworked
- Two new Rebel ship classes added
- Pirate Cruiser destroyed event fixed
- Some more blue options added
- Many small fixes

CE Infinite 1.25
- Changes of CE 1.25 imported
- Medbay caps out at lvl 3 again (due to possibility of aquiring glitched lvl 4 clonebay this way)
- Shields cap out at lvl 8 again (due to visual glitches)
- Cleared some problems with pirate list containing non-pirate ships
- Many bad ship IDs on the CIVILIAN list fixed

CE Endless Loot 1.25 for CE and CE Endless Loot 1.248 for CE Infinite
- Changes of CE 1.25 imported



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Rebel Assault (final version)
Last edited by Sleeper Service on Thu Sep 18, 2014 7:27 pm, edited 1 time in total.
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NewAgeOfPower
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby NewAgeOfPower » Thu Sep 18, 2014 5:47 pm

What's the issue with a level 4 clonebay?
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dalolorn
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby dalolorn » Thu Sep 18, 2014 5:53 pm

NewAgeOfPower wrote:What's the issue with a level 4 clonebay?


Instant recloning, and jumping around will immediately heal the crew to full.
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stylesrj
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby stylesrj » Thu Sep 18, 2014 7:21 pm

Instant recloning, and jumping around will immediately heal the crew to full.


Which by the way is still very expensive to acquire. If your ship starts with a Clone Bay, you have to buy the Medbay, then buy Level 4 for 900 scrap, then spend another 180 to switch to the Clone Bay.

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I'm concerned about the fact that Level 5 shields are gone just because they don't show right in the corner. They used to show correctly before that part of the UI was changed. Why can't that part of the UI go back to it and the problem is solved

By the way in CE infinite, I encountered a couple of ships, mostly traders who use the Bad ID Rebel Rigger. They'd exchange fuel for drones or offer deals of a lifetime but the ship wouldn't be the sort of ship a Federation loyalist would want to trade with (then again, you can sell asteroid ore to the Rebels, so why not exchange fuel for Drones with them?)
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Sleeper Service
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby Sleeper Service » Thu Sep 18, 2014 7:52 pm

You can acquire that amount of scrap in a single lvl 7 deep space sector, basically enabling any ship to immortalize its crew in the late game for a pretty small price. Even if lvl 4 medbay would be way more expensive, this all would seem like a glitches and unintended edge the player can get. Just like the shields UI would seem glitches on lvl 10 with the modified UI, and the vanilla UI alike.

stylesrj wrote:By the way in CE infinite, I encountered a couple of ships, mostly traders who use the Bad ID Rebel Rigger.

I got that covered, just forgot to add it to the changelog till now.

Oh and by the way everyone, I also made this extend fleet pursuit indicator mod the other day. In case someone here is interested in this.
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stylesrj
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby stylesrj » Thu Sep 18, 2014 8:07 pm

Just like the shields UI would seem glitches on lvl 10 with the modified UI, and the vanilla UI alike.


It's not really glitchy on the Vanilla UI. The first shield icon changes colour and when it takes damage, it gets a pink outline. It's when you go for more than 5 layers the thing really gets glitchy - every time you start a game or find a ship with Level 6+ shields, the layers beyond 5 are damaged and need repairs.

But the extra layers get pink outlines too when damaged. The game knows how to compensate.
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Sleeper Service
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby Sleeper Service » Thu Sep 18, 2014 8:48 pm

This falls under my definition of "gliched": Having five shields powered, yet only four bubbles displayed in the UI. The game does not telegraph how many shield layers are active coherently this way. There are enough players that will find that annoying I'd say. Not good enough for my taste either.
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RAD-82
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby RAD-82 » Thu Sep 18, 2014 9:31 pm

@Level 4 Doors and Sensors for Infinite (Late to discussion... ;) ): I just tested this. Manning these do not glitch them out. They maintain their level 4 attributes when manned. I even tested Level 4 Piloting. The evasion stat claims it is still 80% like Level 3 Piloting. It appears that with Piloting and Doors, you can add text to misc.xml for the higher levels, but Sensors appear to steal from cloaking (25 sec cloak) when it states what Level 5 does. I didn't mess with misc.xml, so I don't know if you can add a description for Level 5 Sensors.

@Level 5 shields: I don't think that is too hard to understand with the pink bubble. I wonder how that 5th bubble reacts to hacking, since that is the hack graphic that it uses.
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Russian Rockman
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby Russian Rockman » Thu Sep 18, 2014 10:21 pm

I used to think about how cool it would be to increase the level caps on systems and have 5 shields or a instant clonebay, or an instant Teleporter. But there are just too many glitches that come with this so now I would rather keep them as they are. ;) CE Infinite is already pretty easy anyway, you don't need all those extra upgrades. If you ask me you should revert the level 4 Teleporter back too because it's description is glitched.

The only system I thought should be increased is the battery to level 3, so it can be on par with the other subsystems. It doesn't cause crashes for me, but if it does for everyone else I'd be fine with letting it go back to level 2. What did you mean by "Battery caps in storms removed again?"

:idea: Here's something I propose though, and Enhanced Systems Add-On for CEi which allows all the systems to be upgraded to higher levels like before. That way people who don't mind the glitches can still use the enhanced systems. :mrgreen:


Unrelated: Do you think the Medbay has enough blue options? Do you think it already has it's advantages over the Clone Bay? Because I was thinking about adding blue options for the level 3 Medbay to all crew death events. The Medbay would have a "chance" or reviving a crew member depending on the severity of the event. So it's not as reliable as the clone bay, but still quite useful. Perhaps there could be other blue options like Engineering a Reconstructive Teleport augment from a level 3 Medbay... Anyway, just a thought.
Last edited by Russian Rockman on Thu Sep 18, 2014 10:30 pm, edited 1 time in total.

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