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 1.083

Post by Sleeper Service »

9600bauds wrote:Don't know if this has been reported before, but there is no Rock ship blue piracy option when taking a slave tribute from slaver ships.
Everybody was having a blast crushing refueling stations and scoring free trading goods, but the moment they brought over a Mantis slave, our pilot was SO done.
This is intended, nothing in the lore indicates that slavery is accepted by Rock society.
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R4V3-0N
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Re: FTL Captain's Edition 1.083

Post by R4V3-0N »

That's RNG, not Captains Edition. If I can survive in a sheildless ship in CE then you can with 1 or 2 shields.

Also rocks don't do slaves, I think they'll better eat them or send them out of the air lock instead of keep them as slaves (unless there pirates or outcasts)
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Sleeper Service
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Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

I'm a little more confident that I found the crash cause this time...

1.084
- One error in the human CE social outcomes fixed, stable now?
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Kartoffelr

Re: FTL Captain's Edition 1.084

Post by Kartoffelr »

Auto-Scouts with two missile launchers in sector 1?
More diversity is great but the amount of non-interceptable missilelaunchers in the first sectors is simply. too. high.
I find myself with more and more "i will just restart, because this one enemy f*cked my hull+scrap balance already" situations.

I also enountered my first rouge A.I. sector. This might be a coincidence, but only the first half was with A.I. events, the last 5 systems i encountered rebels with no expection.
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Sleeper Service
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Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

Unless you are playing Mantis B, the imperceptibility of missiles is not really a concern in sector one. Apart from that, enemies with multiple missile launchers can also appear in vanilla FTL. The relative amount of available missile weapons on all enemy weapon lists is close to vanilla lists and the new weapons have similar power costs. You will have to deal with it.

Don't forget that CE is designed to be harsher. Success on a run is governed by many different factors and hull+scrap balance is just one way to look at a run. Personally, I always play to the death. One could say that each time you restart you basically throw away a chance to gain experience.
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ikeelyou300
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Re: FTL Captain's Edition 1.084

Post by ikeelyou300 »

Hey Sleeper. I hope what you finally did made the mod stable, but I can't say for sure yet. My question for you is what do you have planned for the next update? Will you wait for AE to come out?
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Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

The new sectors where kind of the biggest thing that was planned before the AE release. The sectors also probably going to need some more fine tuning.

There aren't so many plans right now. The pirate home world sector could still happen and there are a few minor equipment ideas and unfinished quests to be implemented.
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Torchwood202
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Re: FTL Captain's Edition 1.084

Post by Torchwood202 »

Is there a possibility that their could be stores in the new Sectors you've added? I haven't encountered any stores in the new sectors (Quarantined, AI controlled, Industrial, Hazard, etc...)

Quarantined Sectors could have " Contained viruses" (When looked at closely, these viruses appear to look like thunderclouds and skulls in their containment. Low trade value.) and actual "Immune Refugees"(All of these races have been tested and certified to be immune to whatever is destroying their homes.Or at least haven't caught it yet. Hard to tell. Medium trade value) augment trading goods.
The Engi and Rock would be interested in the viruses, for the Engi are immune and the Rock actually have great immune systems (as shown in the "slug offers drink" event). Refugee items could be "traded" in everywhere for medium scrap or high scrap in civilian worlds. Quarantined Sectors would want Medicine and Slug Drugs.
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Sleeper Service
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Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

All of theses sectors can have stores. The hostile sector types and the hazard sector will have only a one and you might be unable to find them before the fleet catches up.
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Estel
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Re: FTL Captain's Edition 1.084

Post by Estel »

Kartoffelr wrote:Auto-Scouts with two missile launchers in sector 1?
More diversity is great but the amount of non-interceptable missilelaunchers in the first sectors is simply. too. high.
I find myself with more and more "i will just restart, because this one enemy f*cked my hull+scrap balance already" situations.
ikeelyou300 wrote:I just encountered an AI drone harbor with a beam drone Mk 2 (focus I think) and ion drone on my FIRST JUMP!!! It brought me down to half hull. I think you should probably take a look at that.
I don't want to sound harsh, but hey, what is wrong with you, people? Scrap/Hull balance, WTF? Enemy took half of your hull, so it should be tweaked?! Damn, where it is written, that *you* ship must be always biggest fish in the sea? Many times, people die in their *first* jump, due to bad luck or/and over-estimating own chances, and there is nothing wrong about that. Not to mention possibility to run - sure, it would destroy your, ekhm, hull-fuel-scrap ratio, but anyone thinking about such silly things isn't playing FTL - it is "stats farming", you could as good do some save-scumming.

And, in case you don't care - there is always a "easy" option in the hangar.
Sleeper Service wrote: Personally, I always play to the death. One could say that each time you restart you basically throw away a chance to gain experience.
This. 99% of times when my ship is blown to pieces, I'm perfectly aware, that there was something I could do better in current circumstances, in that fight, or up to few jumps before. Which means that I improved my experience, combat awareness and/or learned something new (which still happens, even after ~200 games, few thousands of ships defeated, etc). In other cases - where I think I did everything that I could, but circumstances just haven't allowed me to win - there is peace in mind that I haven't screwed anything, and fond memories of my crew's adventures and dramatic struggle ;) Either way, it is a win.

I'm *absolutely* against making FTL:CE artificially easier. Exactly opposite - for example, I would *love* to see AI that can properly use cloaking devices (to chain guns when it is sensible, and, even more important, to make me "waste" long-recharging, powerful guns, by keeping cloak ready and cloaking just at the moment when I shot volley). It would force changing tactic and adapting to situation *very* much. I know that it's probably impossible with current FTL implementation, and current clumsy cloak using is most that we can count on.

/Estel
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