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

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dalolorn
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Re: FTL Captains Edition 1.055

Post by dalolorn »

Nider, while I don't quite understand the last bug report, the first one is in fact not a bug. Working as intended - it's supposed to deal less damage to systems.
dalolorn
Posts: 532
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Re: FTL Captains Edition 1.055

Post by dalolorn »

Sleeper Service wrote:The update also includes a lot new distress events. They seem to be the most generic thing during a play-through, no matter where you go, someone always sets their science-labs on fire... it's almost like some evil corporation does this on purpose. The new events should add some variety and also allow to use things in blue options that have been previously unused.
It's the Rebels! It's the Rebels, I tell you! :!:
Solarion
Posts: 14
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Re: FTL Captains Edition 1.055

Post by Solarion »

Hi,

I've been following the mod for a while now, and I just downloaded the add-on that lets ships start with the new weapons.

To be honest, I feel that the balance is, pardon my saying so, completely bonkers. Was this intended to be balanced, or was it only intended to showcase new options?

A few examples to illustrate my question:

Federation Cruiser A with only a dual laser now (i.e. effectively burst laser 1 instead of 2). Why? That ship had enough firepower problems as it was. It gets nothing in return. On the other hand, giving the Federation B a 5-sec reload laser add significantly to its power, and a consumer goods to boot. Again, why?

The slug A now has no penetration power whatsoever. It originally had a bomb which could disable shields, now it has no way of damaging anything with shields (yes, I know how light lasers work. Tell that to the drones with shields.) The same goes for Mantis A. Removing any ability to damage drones can be debilitating in early sectors.

EDIT:

I also got to play around with a few new drones, and I just noticed the following: The heavy drone mark 1 and the scatter drone mark 1 are completely the same in cost, speed, energy usage and damage, except the scatter drone does only 1 system damage while the heavy drone does the regular 2 damage. So, a bit redundant, don't you think?

Also, please don't take my nitpicking criticism all too seriously. I like the mod, I think it's great overall, small flaws are just easier talking points. Make of my remarks what you will, and keep up the good work :).
Last edited by Solarion on Sun Sep 22, 2013 11:04 am, edited 1 time in total.
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Sleeper Service
Posts: 2275
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Re: FTL Captains Edition 1.055

Post by Sleeper Service »

Beside from the stuff mentioned, very little else of the Polish Kit was included in CE.
Solarion wrote:Hi,

I've been following the mod for a while now, and I just downloaded the add-on that lets ships start with the new weapons.

To be honest, I feel that the balance is, pardon my saying so, completely bonkers. Was this intended to be balanced, or was it only intended to showcase new options?

A few examples to illustrate my question:

Federation Cruiser A with only a dual laser now (i.e. effectively burst laser 1 instead of 2). Why? That ship had enough firepower problems as it was. It gets nothing in return. On the other hand, giving the Federation B a 5-sec reload laser add significantly to its power, and a consumer goods to boot. Again, why?

The slug A now has no penetration power whatsoever. It originally had a bomb which could disable shields, now it has no way of damaging anything with shields (yes, I know how light lasers work. Tell that to the drones with shields.) The same goes for Mantis A. Removing any ability to damage drones can be debilitating in early sectors.
First of all: The addon was indeed more designed as a showcase option at first. Still, the balance is about how things are done in Vanilla: Some ships are great, some ships have great weaknesses. Keeps things interesting and makes each ship pose a certain kind of challenge. Some things have been shuffled around, so other ships might be powerhouses now, while other might suck more.

As for the specific stuff mentioned:

Federation A gets an Dual Laser MKII, a weapon that is DPS wise the same BS MKII. So its still gets one of the best weapons of the game, while it retains a lot of shield penetration with its Artillery beam anyway. So the downgrade is actually not that big.

Federation B gets upgraded a little indeed.

Damage capability for Slug A has been requested a lot. That might be added with the next update. Still, having a decent crew terminator ship that cant deal with auto ships seems like a nice challenge to me.
Nider_01 wrote:I get ''small minelauncher'' enemy weapon as reward for quest.
Thanks for all the reports Nider. If looked into it an will fix some stuff shortly.
Nider_01 wrote:Find a bug: heavy scatter laser have -1 system damage in description.
That is indeed an odd result of how the scatter lasers work, its kind of intended.
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Zandorum
Posts: 29
Joined: Sun Sep 22, 2013 10:19 am

Re: FTL Captains Edition 1.055

Post by Zandorum »

I've played this mod for a Few days and I feel like the following could be done to improve it immensely:
Tweaks:
- Each Sector say's "(Zoltan)" or w/e it is on it so If were doing the Crystal Mission its possible without flying blindly example "10x10c (Zoltan)".
- There multiple misspellings which I think should be corrected.
- New Enemies appear alot more than they do now.

New Features:
- I think it would be cool to have the ability to get a "Ghost" (Computer) crew member from a new event.
- Turning the Tides should be apart of this (The ability to attack the Rebels and hold them back temporarily).
- Dual Lasers can be bought but they are uncommon.
- A neutral Rock event.
- A distress Slug event.
- Rare chance for when you decline the "Toll" you get into a fight but they power up their FTL to run.
- Stronger Pirates.
- Ambush Event where the Enemy has the Pre-Igniter.
- Market Sector which has at least 5 Stores but there's alot of "Mugging" events.
- Fire Beam as a possible weapon for the stolen cargo event.
- Event where enemy has an FTL Jammer (Possibly a Mix event of this an the Pre-Igniter can happen as well).
- The last sector would have a way to go back to the first sector which is randomly generated once again, including on the map. If you beat the boss the game doesn't end.
- Possibility for Crystal fight from Zoltan Wiseman Rifts (1/4 chance of it being an option).
- Rebels rarely surrender their goods but the FTL out and it alerts the Rebels.
- Sector Mini Bosses that but you dont always encounter them.
- Defeating Mini Bosses CAN not always give a Reward quest marker which can also be a Trap.

New Enemies (Sector Bosses):
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10839
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=16782
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10439
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10942

Mod Integration:
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10997
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3483
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=12367
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3365
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=11469
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3453 (As a Random Event Gettable crew member Type as well as a Ghost Sector).
- http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2297 (Athena Missiles and the Ion Beam as an Extremely Rare Event Random).

Note: I made an account just to post this, I love this mod.
Last edited by Zandorum on Sun Sep 22, 2013 11:36 am, edited 1 time in total.
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Kieve
Posts: 944
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Re: FTL Captains Edition 1.055

Post by Kieve »

I was under the impression T³ was already integrated with CE? Or is it just borrowing the Rebel Destroyer?
I know I gave permission to have the risk/reward factor (events) from T³ rolled into CE, since I'm no longer developing it.
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CrashSanders
Posts: 149
Joined: Mon Nov 12, 2012 4:19 pm

Re: FTL Captains Edition 1.055

Post by CrashSanders »

Pretty-pretty PLEASE, bring back to DA-SR 12 it's previous loadout. Or spend some time and make a real rebalancing. What's the point of a single Maul beam that even can't shoot more than one room? Missproof solution? Perhaps - beams are absolutely precise, but I feel that even that kind of weapon need something in support.
On the other hand, two Hastas and Ion weapons on Noether are great, I've got a lot of fun playing it.
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aaaaaa50
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Re: FTL Captains Edition 1.055

Post by aaaaaa50 »

I've only poked around a little with the new starting ships, and so far it seems like most of the bomb weapons have their images misplaced. Some of them are invisible and one appeared as a normal default laser. It might just be me, since I'm having black box problems with some other ships, but I tried deleting Slipstream's backups and re-downloading FTL and it hasn't fixed it. Anyways, first off the cloaking mine is freaking cool and addictively fun to use, though since the healing bomb kept setting my slugs on fire I ended up relying on the mine and got myself blown up. :D The event for mines is cool too. The mini-missle launcher on the bulwark has the most super-awesome explosions animation in the game, though there's a slight bug: It's not constantly firing and there's a severe lack of loud shouting. 8-)

The beam weapon the the DA-SR 12 looks like it's more useful mid-late game than early game. Instead of one-shot killing ships it one-shot kills a system. Though it does give me a silly weapon idea. The Needle Threader: One power. Penetrates 5 shields, does 10 crew damage and 1 system damage, 100% chance of breach. Really, really tiny beam length. No hull damage. Bolt it on a boat with a pea-shooter laser, throw in a slug and you're good to kill everything. :lol:
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Sleeper Service
Posts: 2275
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Re: FTL Captain's Edition 1.055b

Post by Sleeper Service »

Allright there you go:

1.055b
-Enemy version of the small Minelauncher entirely removed
-Heavy anti-ship scatter drone name shortened, was never meant to include "Mark I" anyway...
-CE For Player ships addon requests implemented: Slug a has a damaging laser now, Stealth B almost has its old load-out back

There where some late changes made to the bomb launchers, can someone confirm that they are generally displayed correctly?
Kieve wrote:I was under the impression T³ was already integrated with CE? Or is it just borrowing the Rebel Destroyer?
I know I gave permission to have the risk/reward factor (events) from T³ rolled into CE, since I'm no longer developing it.
CE has not assimilated TTT entirely. It uses ist's own events and risk/reward distribution for taking on the fleet.
Zandorum wrote:I've played this mod for a Few days and I feel like the following could be done to improve it immensely:
Tweaks:
- Each Sector say's "(Zoltan)" or w/e it is on it so If were doing the Crystal Mission its possible without flying blindly example "10x10c (Zoltan)".
- There multiple misspellings which I think should be corrected.
- New Enemies appear alot more than they do now.

New Features:
- I think it would be cool to have the ability to get a "Ghost" (Computer) crew member from a new event.
- Turning the Tides should be apart of this (The ability to attack the Rebels and hold them back temporarily).
- Dual Lasers can be bought but they are uncommon.
- A neutral Rock event.
- A distress Slug event.
- Rare chance for when you decline the "Toll" you get into a fight but they power up their FTL to run.
- Stronger Pirates.
- Ambush Event where the Enemy has the Pre-Igniter.
- Market Sector which has at least 5 Stores but there's alot of "Mugging" events.
- Fire Beam as a possible weapon for the stolen cargo event.
- Event where enemy has an FTL Jammer (Possibly a Mix event of this an the Pre-Igniter can happen as well).
- The last sector would have a way to go back to the first sector which is randomly generated once again, including on the map. If you beat the boss the game doesn't end.
- Possibility for Crystal fight from Zoltan Wiseman Rifts (1/4 chance of it being an option).
- Rebels rarely surrender their goods but the FTL out and it alerts the Rebels.
- Sector Mini Bosses that but you dont always encounter them.
- Defeating Mini Bosses CAN not always give a Reward quest marker which can also be a Trap.

New Enemies (Sector Bosses):
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10839
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=16782
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10439
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10942

Mod Integration:
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10997
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3483
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=12367
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3365
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=11469
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3453 (As a Random Event Gettable crew member Type as well as a Ghost Sector).
- http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2297 (Athena Missiles and the Ion Beam as an Extremely Rare Event Random).

Note: I made an account just to post this, I love this mod.
Thanks for your suggestions Zandorum. The sector names might seem confusing and random at first. But the naming follows a system. Parts of the names are indicators that can tell you where you are actually going. The sector naming is just like Vanilla FTL: you will get to know things better after some time and gain more control. Faction suffixes would not be possible, as there is way to little space on the beacon map interface.

Some of your suggestions are already in CE, although they might be hidden. Other things (Preigniter for enemies for example) are simply not possible. Seriously, I want that ambush event as much as you ;) . The mini-bosses are something to consider.

As for mod integration: Some of these mods can be run alongside CE if the player wishes. Others wouldn't really fit into CE's concept.
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Other games I made.
aaaaaa50
Posts: 260
Joined: Thu Apr 11, 2013 9:08 pm

Re: FTL Captain's Edition 1.055b

Post by aaaaaa50 »

Just met the bounty hunter in the second sector. Not to spoil anything, but that ship's pretty terrifying. I barely kept my engines and piloting up long enough to jump out of there, but since my crew were all heavily damaged and both oxygen and medbay had a breach in them I didn't live long. I really want to meet this guy again and tear him to pieces. :twisted:

Also, humans have the most boring conversations. :lol:
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Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
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