I forgot to mention this earlier but I keep forgetting to post about it after I see it and always forget small details so I'll post what I can recall.
For the enemy "Rebel Interceptor" (it is a REBEL_LONG (Fighter))
I do not know if I got the name right I'm afraid, the problem is the shields to the left mid room is borked and people from the opposite room walk to there if like there is no such thing as doors. Annoying if you do boarding.
Edit: Will player cruisers be enemies in CE someday?
besides the stealth cruiser for highly obvious reasons.
you got the Rebel Cruiser, you got the rock brawler (rock ramship) so that's pretty much a player size cruiser in game as well, etc so I see no reason not to have other cruisers in game.
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: FTL Captain's Edition 1.067
R4V3-0N, a dreamer.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.067
I have problems resizing them properly, but I though about asking to use the resized ones from Infinite space. But it's also nice that the player ships remain unique and more custom player ships will also be integrated.
-
- Posts: 1
- Joined: Wed Nov 20, 2013 10:46 am
Re: FTL Captain's Edition 1.067
I just wanted to report a small bug that I found when going through the game files. The Bardich Beam claims to have a small breach chance when in fact it only has a small fire chance. Either the description should be changed or it should be given a breach chance. I'm currently working on my own mod and looking at Captains Edition to see how it is done has been very helpful.
-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.067
Interesting thing I discovered thanks to the Zoltan shield getting targeted by artillery fire: bombs that locked down on the Zoltan shield but detonate after it has been gunned down will take out a shield bubble, just like lasers.
Is there any blue option for the Fed Cruiser's artilelry beam? I still think it would be nice for the pirate ship trapped in a rock event, since there's a blue option for beam weapons to cut them out.
Seeing how you have "ship" blue options for piracy, it should be doable.
Is there any blue option for the Fed Cruiser's artilelry beam? I still think it would be nice for the pirate ship trapped in a rock event, since there's a blue option for beam weapons to cut them out.
Seeing how you have "ship" blue options for piracy, it should be doable.
-
- Posts: 547
- Joined: Fri May 31, 2013 1:59 am
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.067
All right, that wasn't so high on the to do list, but will be included next update.Mr. Mister wrote:Is there any blue option for the Fed Cruiser's artilelry beam? I still think it would be nice for the pirate ship trapped in a rock event, since there's a blue option for beam weapons to cut them out.
-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.067
This makes me think... is it possible for an event to disable the artillery beam too, like all those oxygen, medbay, etc. hacking events? Just out of curiosity.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.067
Should be possible. The artillery is just another system. The internal Effector will be able to target artillery systems in the next update, to properly hack the flagships weapons. Hard to test if it actually takes effect, but should work.
Since the last update there are also some new enemy ships that feature artillery systems. Interestingly enough they get the Boss laser instead of the Fed cruiser artillery beam, which is actually easier to balance.
And some more R&D news: Swarm missile projectiles have been reworked. They are properly animated now and actually swarm out a little during flight. The swarms appears much more natural and less static this way.
Since the last update there are also some new enemy ships that feature artillery systems. Interestingly enough they get the Boss laser instead of the Fed cruiser artillery beam, which is actually easier to balance.
And some more R&D news: Swarm missile projectiles have been reworked. They are properly animated now and actually swarm out a little during flight. The swarms appears much more natural and less static this way.
-
- Posts: 390
- Joined: Thu Mar 28, 2013 1:44 am
Re: FTL Captain's Edition 1.067
Re: Ion Field option text error
I was having a kinda crappy run, having trouble finding better weapons, when I found a store with an Ion Field, which really, really helped. Then two separate times, I ran into blue options that began "(Radiation Projector) Activate the ion field projector to weaken enemy shields," rather than with the expected "(Ion Field) ...."
I was having a kinda crappy run, having trouble finding better weapons, when I found a store with an Ion Field, which really, really helped. Then two separate times, I ran into blue options that began "(Radiation Projector) Activate the ion field projector to weaken enemy shields," rather than with the expected "(Ion Field) ...."
-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.067
That event where you detect a very faint teleport signal, order the crew to search the ship and have quite the "situation":
I read quite quick, but I'm pretty sure it said "it sends drones to help its master", yet I end up with no ship to battle, only the one intruder.
I read quite quick, but I'm pretty sure it said "it sends drones to help its master", yet I end up with no ship to battle, only the one intruder.