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

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Sleeper Service
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Sleeper Service »

PaladinGreco wrote:....Are we all playing the same game? Is there anyone who would like to confess to cheating? A 50+% win ratio on this game is pure bull.
Im pretty sure biohazard063 and blue ankylo actually upload all their runs. In their videos they clearly don't use any aids/cheats. That where this very rough win rate estimation came from. Anyway it's not a competition, I just wanted to point out that CE is difficult but doable.
PaladinGreco wrote:As for missile weapons being OP... I don't get a sense that they are even remotely OP. The current game balance is close to vanilla-spec, save the final boss, which was generally too strong in a couple of the latest releases for people playing the game without tweaks. Aside from that, the difficulty curve feels about right for people playing vanilla ships.
Well thanks, that's what was tried to being achieved here. The boss will be nerfed in the next update.
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Mr. Mister
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Mr. Mister »

I found the final boss to be fine, and I would actually like to see it tweaked further. For instance: what's the power level of its artillery weapons? If it's below 4 (and it can reach 4), you could max them and use the fight events to limit their levels to the current ones at the first and second stage, and remove said limits at the third stage, so that they have a lower cooldown.

Disclaimer: I don't like the strategy of leaving the laser-manner alive purposely to prevent the AI activation, as it feels rather exploity, so I kill him anyway if I'm going boarding or disabling.
jep
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by jep »

So are these win ratios purely what you're estimating from videos, or do any of them come from the people playing?

I only ask because I've had some games that end rather early. Shockingly early. I don't think I'd bother ever uploading videos of those. I'd probably save it for the longer games, which would skew towards wins.

Just a thought.
tanelorn
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BUG: Issue with pirate attack mission

Post by tanelorn »

Occasionally you encounter a sector with a pirate attack mission, where you can choose to:

A. Attack the pirate base
B. Defend against the next attack
C. Leave

If you choose to attack the pirate base, after about 3 salvos you get a message that all your wingmen are dead. The end mission reward is then lost.

This must be a bug. The timer for losing your wingmen needs to be lengthened. This is also the case for a couple other similar missions but this is the one I encounter most frequently.
jep
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by jep »

I believe you're referring to this:

Code: Select all

<ship name="BS_PIRATE_STRONGHOLD" auto_blueprint="BS_STATIONS_PIRATE">
	<surrender min="6" max="7">
		<text>You lost contact with most of your wingmen. Occasionally you see laser fire and explosions flashing in between asteroids in the distance.</text>
	</surrender>
	<destroyed>
		<text>The pirate stronghold breaks apart and the few remaining pirate ships escape deeper into the field.</text>
		<autoReward level="MED">standard</autoReward>
		<choice hidden="true">
			<text>Contact the civilian defenders.</text>
			<event load="DEFENSE_OFFENSE_LIST"/>    
		</choice>
	</destroyed>
	<deadCrew>
		<text>No more life signs detected on the pirate station. You proceed to salvage its equipment.</text>
		<autoReward level="MED">standard</autoReward>
		<choice hidden="true">
			<text>Contact the civilian defenders.</text>
			<event load="DEFENSE_OFFENSE_LIST"/>    
		</choice>
	</deadCrew>
</ship>
Not qualified to comment on whether the timing is right.
tanelorn
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Joined: Mon Dec 09, 2013 5:36 pm

Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by tanelorn »

jep wrote:I believe you're referring to this:

Not qualified to comment on whether the timing is right.
Yah that's it. It's interesting to see no difference between killing all station crew and destroying the station. I thought that eliminating the crew gives larger rewards. In any case, this and the other missions where you have friendlies that can die if you take too long... the timer is far too short.
Torchwood202
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Joined: Sun Sep 30, 2012 4:10 pm

Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Torchwood202 »

tanelorn wrote:
jep wrote:I believe you're referring to this:

Not qualified to comment on whether the timing is right.
Yah that's it. It's interesting to see no difference between killing all station crew and destroying the station. I thought that eliminating the crew gives larger rewards. In any case, this and the other missions where you have friendlies that can die if you take too long... the timer is far too short.
:?
Um…I originally thought this as well, but then I realized that it is probably just a scripted event. I do not believe that there is a timer on this, but rather a wall of text that comes up when you get the base to a certain amount of hull points. Same thing for when you kill a certain amount of crew members.
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Sleeper Service
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Sleeper Service »

There is not timer involved at all. The text during combat only states that you "lost contact with most of your wingman", not that they are dead. How many of them actually survive after the fight is random, the attack option simply holds worse reward chances.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Torchwood202
Posts: 131
Joined: Sun Sep 30, 2012 4:10 pm

Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Torchwood202 »

Just found the secret asteroid outpost for the first time… was laughing my butt off for the pirates cleverness :lol:

I mean… a outpost made of a hollow asteroid!?

EDIT: Also found the Rock Ramship…still laughing at my misfortune.
Last edited by Torchwood202 on Tue Dec 10, 2013 7:36 pm, edited 1 time in total.
tanelorn
Posts: 4
Joined: Mon Dec 09, 2013 5:36 pm

Re: Severely OP opponents and enemy ship economics??

Post by tanelorn »

tanelorn wrote:Severely OP opponents and enemy ship economics??

TLDR: The mod is generating too many enemies with shield piercing ammunition consuming weapons that are OP especially in the long run. It also just makes too many OP enemies in general.
Again, regarding this issue:

I just played a session where in sector 3 I fought:

Auto interceptor with
2 heavy missiles
1 laser
3x shields
Every system slot populated
FTL charging

Dropped 50% of my hull before I could get more than a single hit on it. 1 OP ship killed my entire session before I could escape or cause any reasonable damage. This is not uncommon. The economics of how enemy ships are equipped is flawed in some way for such powerful ships to show up so early in the game.
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