FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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- Posts: 101
- Joined: Tue Dec 03, 2013 2:46 am
Re: FTL Captain's Edition 1.084
Another proposal to get boss artillery to work. Sleeper, you could add another artillery weapon to the boss just by renaming the weapon to ARTILLERY_BOSS_5/ARTILLERY_BOSS_6 etc... And giving it another artillery room. The artillery rooms will be populated in order so the new artillery room if it's at te bottom of the systems list will use BOSS_ARTILLERY_5. I've already tested this and it works with Bomb weapons. It still won't be the same as the other artillery weapons, but it might work. I think you could limit it by making the power requirement higher than the other artillery and then using limit when there is no fleet such as in a hazard zone. The limit will apply to all artillery and if uo set it to 4 it shouldn't affect the other artillery. The cool down would need to be high and it could either b a cluster shot from jst the beginning or very slow firing a couple at a time. There are still problems obviously, like you can't limit the maximum number of shots, but I don't know it might work. I'm testing it out myself still. ANyway what there are other things you could do by giving the boss some extra artillery.
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: FTL Captain's Edition 1.084
Is it true that bio-beam drone worked, but was removed because the drone wouldn't target the cockpit? If so could we have it return to the game? it sounds like a good weapon that's only a lil buggy.
- Estel
- Posts: 465
- Joined: Sat Jun 22, 2013 4:03 am
Re: FTL Captain's Edition 1.084
Few bugs encountered during today's run:
1.
http://s15.postimg.org/5b25bjn61/rebel_pirates.jpg
Text state "rebel", but pirate appears. It happens every time for this event. Post-fight text properly states destroying "pirates", though.
2. During the event in slug nebula, where slug ship claim to have damaged oxygen support and ask for repair - if we decide to help them and they're telling the truth - text state that we repair their system and get scrap as reward. Sadly, no reward is given.
3. This is strange thing - once, I had sensors system attacked by boarding drone inside nebula, and system was *almost* destroyed. I killed master-ship, so drone become inactive, and forget about it - jumped away. Since then, even *after* destroying drone and repairing hull, my sensors were *not* working anymore. Even upgrading them to lvl 2 haven't helped - I still wasn't able to see neither my ship's interior, nor enemy ones. Of course, I've tested it *outside* nebulas.
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BTW, this run had some epic moments - for example, once, I decided to profit on elite spotter no matter of artillery firing (rock ships aren't afraid of any stinkin' artillery, hah!) - they've missed 4 of 5 shots, and the one that scored hit was "resisted" by rock platting, anyway. Was feeling kinda epic afterwards, you know
Love option to spoiler "Ram bastards!" upon encountering Mantis ship decorated by rock's body parts, too.
I was not-as-much-focused-as-i-should, and during this run, I've lost not one, not two, but damn SIX rock crew members, all in situations, where it could be quite easily avoided. I guess no "no redshirts here" achievement for me, this time... Although, since sector 2, I had a guest on board - boarding drone that lost his master. Decided to keep him as spoils of war. Pity that he didn't wake up after five sectors or so, offering to "join my crew" to repay extended hospitality
/Estel
1.
http://s15.postimg.org/5b25bjn61/rebel_pirates.jpg
Text state "rebel", but pirate appears. It happens every time for this event. Post-fight text properly states destroying "pirates", though.
2. During the event in slug nebula, where slug ship claim to have damaged oxygen support and ask for repair - if we decide to help them and they're telling the truth - text state that we repair their system and get scrap as reward. Sadly, no reward is given.
3. This is strange thing - once, I had sensors system attacked by boarding drone inside nebula, and system was *almost* destroyed. I killed master-ship, so drone become inactive, and forget about it - jumped away. Since then, even *after* destroying drone and repairing hull, my sensors were *not* working anymore. Even upgrading them to lvl 2 haven't helped - I still wasn't able to see neither my ship's interior, nor enemy ones. Of course, I've tested it *outside* nebulas.
---
BTW, this run had some epic moments - for example, once, I decided to profit on elite spotter no matter of artillery firing (rock ships aren't afraid of any stinkin' artillery, hah!) - they've missed 4 of 5 shots, and the one that scored hit was "resisted" by rock platting, anyway. Was feeling kinda epic afterwards, you know

I was not-as-much-focused-as-i-should, and during this run, I've lost not one, not two, but damn SIX rock crew members, all in situations, where it could be quite easily avoided. I guess no "no redshirts here" achievement for me, this time... Although, since sector 2, I had a guest on board - boarding drone that lost his master. Decided to keep him as spoils of war. Pity that he didn't wake up after five sectors or so, offering to "join my crew" to repay extended hospitality

/Estel
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- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.084
Uhm, interesting proposal for the flasgship PDS support... and since I recall teh pre-battle text saying that it'¡s a single cruiser that moves in to provide support, having it be a one-shot long cooldown bomb weapon would make sense. Additionally, if artillery weapons can cost missiles, you can scrap what I just said and just so what you usually do, but making it cost missiles, drastically reducing the flagship's missiles, and making the missile weapon not cost missiles (not that you would ever see it run otherwise anyway).
That is, if the renaming works.
That is, if the renaming works.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.084
Really? One can create additional artillery weapons for the boss? That's a pretty interesting find, thanks! So Boss PDS might actually work then...ikeelyou300 wrote:Another proposal to get boss artillery to work. Sleeper, you could add another artillery weapon to the boss just by renaming the weapon to ARTILLERY_BOSS_5/ARTILLERY_BOSS_6 etc... And giving it another artillery room. The artillery rooms will be populated in order so the new artillery room if it's at the bottom of the systems list will use BOSS_ARTILLERY_5. I've already tested this and it works with Bomb weapons.
Cheers, you almost discovered how the initial PDS barrages work behind the scenes.Mr. Mister wrote:Additionally, if artillery weapons can cost missiles, you can scrap what I just said and just so what you usually do, but making it cost missiles, drastically reducing the flagship's missiles, and making the missile weapon not cost missiles (not that you would ever see it run otherwise anyway).

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- Posts: 101
- Joined: Tue Dec 03, 2013 2:46 am
Re: FTL Captain's Edition 1.084
Yaaaay. If Sleeper thinks it might work that's a good sign. I don't THINK artillery weapons can cost missiles so it would have to be slow cool down, but if they could that would be even better. The very interesting thing is you can make even more artillery weapons, so it could do even more cheaty things if you wanted. So yeah I think you should be able to just take your CE_BOSS_ARTILLERY and rename it ARTILLERY_BOSS_5 and it should work if you change the weapon room to an Artillery Room. If that doesn't work I have a working version of the artillery I can post. Some things I've noticed though is that the AI is stupid and won't go to the Artillery rooms to repair them. I gave the Boss a Repair drone and it repaired the system though.
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- Posts: 532
- Joined: Sun Sep 23, 2012 8:06 am
Re: FTL Captain's Edition 1.084
Now you two have me wondering if you can have more than one ARTILLERY_FED...Sleeper Service wrote:Really? One can create additional artillery weapons for the boss? That's a pretty interesting find, thanks! So Boss PDS might actually work then...ikeelyou300 wrote:Another proposal to get boss artillery to work. Sleeper, you could add another artillery weapon to the boss just by renaming the weapon to ARTILLERY_BOSS_5/ARTILLERY_BOSS_6 etc... And giving it another artillery room. The artillery rooms will be populated in order so the new artillery room if it's at the bottom of the systems list will use BOSS_ARTILLERY_5. I've already tested this and it works with Bomb weapons.
Cheers, you almost discovered how the initial PDS barrages work behind the scenes.Mr. Mister wrote:Additionally, if artillery weapons can cost missiles, you can scrap what I just said and just so what you usually do, but making it cost missiles, drastically reducing the flagship's missiles, and making the missile weapon not cost missiles (not that you would ever see it run otherwise anyway).
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.084
Hm yes, someone should test all this...dalolorn wrote:Now you two have me wondering if you can have more than one ARTILLERY_FED...


Player artillery can cost missiles, so likely this will apply to enemy artillery as well. Let's see...ikeelyou300 wrote:Yaaaay. If Sleeper thinks it might work that's a good sign. I don't THINK artillery weapons can cost missiles so it would have to be slow cool down, but if they could that would be even better.
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- Posts: 532
- Joined: Sun Sep 23, 2012 8:06 am
Re: FTL Captain's Edition 1.084
It would make for some interesting ships - but you'd definitely need two artillery systems instead of one.Sleeper Service wrote:Hm yes, someone should test all this...dalolorn wrote:Now you two have me wondering if you can have more than one ARTILLERY_FED...![]()
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Player artillery can cost missiles, so likely this will apply to enemy artillery as well. Let's see...ikeelyou300 wrote:Yaaaay. If Sleeper thinks it might work that's a good sign. I don't THINK artillery weapons can cost missiles so it would have to be slow cool down, but if they could that would be even better.
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- Posts: 131
- Joined: Sun Sep 30, 2012 4:10 pm
Re: FTL Captain's Edition 1.084
Ug... Don't make the final boss too OP....please? 
