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

Distribute and discuss mods that are functional. Moderator - Grognak
Post Reply
Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.07

Post by Nider_01 »

Some PDS fleet events on exit beacons did't work. (Elite cruiser spawns instead of rebel spotter.)
Delphi
Posts: 33
Joined: Sat Nov 02, 2013 3:30 pm

Re: FTL Captain's Edition 1.07

Post by Delphi »

The pirate surrender events seem to be bugged at the moment. When you accept their surrender(no matter if you choose to free the slave or to force him as your crew) the fight continures.

Also, if you choose to force a slave (2nd option) there is the text augment: at the end of the choice. Also I didn´t get a new crew member when choosing this option.
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.07

Post by Sleeper Service »

Nider_01 wrote:Some PDS fleet events on exit beacons did't work. (Elite cruiser spawns instead of rebel spotter.)
Did the event say that the Rebels send in a spotter? If not then that was as intended. The fleet might still send cruisers in as usual, without using their PDS at all. (There is no way to change the background for this possibility.)
Delphi wrote:The pirate surrender events seem to be bugged at the moment. When you accept their surrender(no matter if you choose to free the slave or to force him as your crew) the fight continues.

Also, if you choose to force a slave (2nd option) there is the text augment: at the end of the choice. Also I didn’t get a new crew member when choosing this option.
I'll look into that and probably release a fix tonight...
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.07

Post by Mr. Mister »

You could make the AI avatar surrender a unique event only avaliable in normal run-of-the-mill nebulae sectors, like the ship unlocking quests are to the homeworld sectors.
The Captain
Posts: 390
Joined: Thu Mar 28, 2013 1:44 am

Re: FTL Captain's Edition 1.07

Post by The Captain »

Sleeper Service wrote:Medbay and other means of healing would definitely play a big role for blue options in the quarantined sectors.
Using the Medbay (edit: and it has to be upgraded) to synthesize a cure for a disease makes sense - you can run samples through a medbot/medcomputer; however, using a Healing Burst - a brief application of healing - does not, IMO. A Healing Burst also has a limited area of effect.

There may be other potential blue options for a Healing Burst, though.
Last edited by The Captain on Sat Dec 14, 2013 4:45 pm, edited 1 time in total.
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.07

Post by Estel »

I don't think that player should know what reward is waiting *before* accepting AI surrender (no matter if reward is data, AI crew, or a sneaky shot ;) ). It would make things too easy.

IMO, best way to make this event happen but keep it unique, is to use current system of totally unknown outcome (of accepting surrender), with very little chance of getting AI crew. Like, I don't know, 2%?
---

From bug department: Boss artillery mounted on regular ships is bugged, it keeps shotting even after ship gets neutral (because you killed crew, or accepted surrender, or...). It's the only moment in whole game, where I was able to access ship upgrade window *and* get shot at the same time ;)

/Estel
Torchwood202
Posts: 131
Joined: Sun Sep 30, 2012 4:10 pm

Re: FTL Captain's Edition 1.07

Post by Torchwood202 »

This bug made me chuckle… its been so long since I've experience a game crashing bug.

Basically, when I hit the shield room of a R. Asteroid Miner with a Auto Laser II in a "sparsely populated sector", the game crashed and ended after a few seconds.

Might just be the Auto Laser II, or it might be the ship, idk...
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.071

Post by Sleeper Service »

Ok there you go.

1.071
-Various problems connected to slavery events corrected
Torchwood202 wrote:This bug made me chuckle… its been so long since I've experience a game crashing bug.

Basically, when I hit the shield room of a R. Asteroid Miner with a Auto Laser II in a "sparsely populated sector", the game crashed and ended after a few seconds.

Might just be the Auto Laser II, or it might be the ship, idk...
I can't imagine that this is really CE related. That weapon and this ship work correctly since they where put in the mod. Mod related crashes usually happen on sector or event load, but I'll look into it, might be related to a surrender event, although they where working correctly till now. Please report if this happens again.
Estel wrote:From bug department: Boss artillery mounted on regular ships is bugged, it keeps shotting even after ship gets neutral (because you killed crew, or accepted surrender, or...). It's the only moment in whole game, where I was able to access ship upgrade window *and* get shot at the same time ;)
Was this in 1.07? Cause I though I fixed that. With which enemy and in which sector did that happen?
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Delphi
Posts: 33
Joined: Sat Nov 02, 2013 3:30 pm

Re: FTL Captain's Edition 1.071

Post by Delphi »

Wow, that was a quick fix :) Thanks for all the work you are doing!
al244098
Posts: 36
Joined: Wed Jan 16, 2013 7:21 am

Re: FTL Captain's Edition 1.071

Post by al244098 »

Have you considered buffing the battle stations?

Their very easy to fight, since they cant dodge a thing.

I think logically they should at least have a good amount of shields and strong hull plating, their space stations for goodness sake, I see most of them don't even have defensive capabilities.


Edit- I also noticed the newest version crashes my game, not sure why though, I'll have a read on the OP again

Edit 2- I'm just a freaking genius, I downloaded the addon, not the core.
Post Reply