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

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The Captain
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Re: FTL Captain's Edition 1.065b

Post by The Captain »

Re: Ammo Manufacturer

Played the Rock A to see what changes were made to this. Most of the time I was given the option to pay 20 scrap to get missiles. But twice, at the beginnings of sectors 5 & 7, IIRC, I had the old option of 10 scrap for the old amount of missiles. Was this intentional?

I did use missiles and bombs the whole game. Never used the Asteria missile, later found an Ifrit Missile and sold the Cockatrice. Then found a Big Bomb, then Ion Bomb (used one or the other - mostly the Ion - with the Ifrit). I never bought any missiles at a store, though I did accept some early surrenders if they were giving up a lot of missiles. I hit a couple of repair stations in sector 8, and ended up with 11 missiles left before the third boss round. I had recently found an Old Laser, which I swapped in for the Ion Bomb. It may not have been necessary (and I didn't check how many missiles I had left when I won), but I thought I'd stick with just the Ifrit, which I ended up liking (how can you not like cloaked missiles x4? - and now I know why I couldn't shoot those down). Other weapons were Heavy Laser & Pike Beam.

In short, I like the change to this augment, which made a 2-missile/bomb ship viable (wasn't very lucky finding lasers - I bought the Heavy, and did some boarding, which meant not using as much ammo).
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Sleeper Service
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Re: FTL Captain's Edition 1.065b

Post by Sleeper Service »

Nice to hear that the Ammo Manufacturer allows for continuous missile usage, without giving you an ammo in total abundance. That's how it is intended. I will correct the wrong production capacity for certain sectors shortly.
R4V3-0N wrote:are people aloud to use Captains Edition weapons, augments, or drones in there mods but only if it needs CE to work? Because I really want to use the mines on some a ship I'm working on or effectors.
You can use any of CE contend that I produced myself to your own liking (check out the creative commons disclaimer in the OP). Giving credit would be appreciated.
R4V3-0N wrote:And also earlier you said Federation sector, is that still in the game? (if so and is it renamed, what is the name?)
I really want to run into a federation sector.
Federation Sectors are contested and therefore red. Look out for names that refer to "Stations", "Shipyards" or "Fronts". Although some front sector also can be Rebel sectors, this ambiguity will be fixed in the next update...

//Edit:

1.065c
-Production capacity for ammo manufacturer for Engi and Mantis sectors fixed
-Name ambiguities between Federation and Rebel Sectors removed (Fronts are no always Rebel sectors)
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NewAgeOfPower
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Re: FTL Captain's Edition 1.065b

Post by NewAgeOfPower »

R4V3-0N wrote:quick question?

are people aloud to use Captains Edition weapons, augments, or drones in there mods but only if it needs CE to work? Because I really want to use the mines on some a ship I'm working on or effectors.

Or do you need specific permission from you or no one is aloud?

Edit: and could it be sliiightly easier to tell what is and isn't a Engi sector or a Mantis sector before we jump? ^^;

And also earlier you said Federation sector, is that still in the game? (if so and is it renamed, what is the name?)
I really want to run into a federation sector.
I'd be miffed if someone tooked my modded stuff to use in their mod unless they had a good reason; I articulated my mod into Data & Resources, Storyline Events, and Ships.

If someone wants to play Ascension ships or use Ascension ships and don't want to play the Ascension campaign (HERETICS), they don't need the Ascension events FTL. They might need a new initial crew events FTL for some ships, but it's entirely possible to have Ascension content with other mods.
Last edited by NewAgeOfPower on Thu Oct 31, 2013 4:26 pm, edited 1 time in total.
Mr. Mister
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Re: FTL Captain's Edition 1.065c

Post by Mr. Mister »

Mmmm... those black box bombs again... could you check if the enemy version of the Fire Bomb Mk.III is completely correct?
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Sleeper Service
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Re: FTL Captain's Edition 1.065c

Post by Sleeper Service »

OK thanks, that was more specific. Didn't realize which weapon caused the glitch exactly. There is indeed still an old (no more present) anim sheet assigned for that weapon. Will be fixed in the next version.
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Sleeper Service
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Re: FTL Captain's Edition 1.065d

Post by Sleeper Service »

OK another minor update.

1.065d
-Enemy Fire Bomb MK III impact graphic fixed
-Enemy version of the Heavy Scatter Drone is no longer available to the player
-Crystal weapons now use the crystal lockdown sound
-Price for creating AI Avatars slightly increased
-Civilian Sector start beacon now allows blue options and like all sectors features a textlist
(also causes game start beacon to allow blue options)

Player ship addon 1.061
-Rock A starting ammo reduced
-Some trade augs removed

People Modified Addon 1.061
-Missing player sheets for the Rebel coloured AP drone added
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R4V3-0N
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Re: FTL Captain's Edition 1.065b

Post by R4V3-0N »

NewAgeOfPower wrote:
R4V3-0N wrote:quick question?

are people aloud to use Captains Edition weapons, augments, or drones in there mods but only if it needs CE to work? Because I really want to use the mines on some a ship I'm working on or effectors.

Or do you need specific permission from you or no one is aloud?

Edit: and could it be sliiightly easier to tell what is and isn't a Engi sector or a Mantis sector before we jump? ^^;

And also earlier you said Federation sector, is that still in the game? (if so and is it renamed, what is the name?)
I really want to run into a federation sector.
I'd be miffed if someone tooked my modded stuff to use in their mod unless they had a good reason; I articulated my mod into Data & Resources, Storyline Events, and Ships.

If someone wants to play Ascension ships or use Ascension ships and don't want to play the Ascension campaign (HERETICS), they don't need the Ascension events FTL. They might need a new initial crew events FTL for some ships, but it's entirely possible to have Ascension content with other mods.
I am not exactly taking any content, I am only having a ship that uses CE content and can not operate with out it.
Mods that only work with mods is not uncommon in the gaming world, If you look on bigger games you see mods like a skyrim that has HD Fallout style art and stuff that would only work if you had Enhanced graphics mod for eg.

Captains Edition is a huge game and I would prefer to use the awesome content in it, then make my cheap carbon copy Minelayer eg. I look at Captains Edition as a DLC or an Expansion pack.

And I want to see some ships that use CE content. I am a bit disappointed there isn't many ships that start with certain equipment I really love and you can not make a "minelayer'' without mines right?

There was a reason I double checked with Sleeper before I tried anything, Even though the copyrights things were in the OP, I wanted to double check just because as I said before, English is my 3rd language and I got confused between 1 of the no-no's and one of the okays that sound pretty similar to me.

I am not going to claim that I own/made any CE content.
It will only be compatible with CE.

eg. that and also I want to make a trade ship that works with the trade system in CE, I don't want to make an over priced augments that can be abused. I want multiple augments that can be sold over the early sectors, not on your 4th beacon.
R4V3-0N, a dreamer.
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NewAgeOfPower
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Re: FTL Captain's Edition 1.065d

Post by NewAgeOfPower »

This is why I articulated my mod. Ascension Data & Ascension Ships ftls should integrate seamlessly with CE.

Starting Crew for the ships that are supposed to come with crew (and automation control in parallel) .ftl may not integrate seamslessly unless CE uses Vhati's framework.

The Ascension Campaign ftls (Requiem, Vindication, Transcendence) definitely won't integrate. :oops:

I'll try to put in some similar features; A Nanomanufactorum that gives you options to turn scrap into supplies economically at empty beacons but may get you in trouble with the Feds, etc et al, but it can't be as complete as CE.
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Sleeper Service
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Re: FTL Captain's Edition 1.065e

Post by Sleeper Service »

1.065e
-Choice-layer in civilian start event added to prevent crashes on game start

:roll:
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The Captain
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Re: FTL Captain's Edition 1.065d

Post by The Captain »

Sleeper Service wrote:-Rock A starting ammo reduced
Boo! :evil:
;)
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