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

Distribute and discuss mods that are functional. Moderator - Grognak
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slowriderxcorps
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by slowriderxcorps »

Russian Rockman wrote:
The Captain wrote:IMO once the boss jumps, the artillery has no spotter, so you should no longer be targeted. Also, does it have to be one shot, one kill on Zoltans?
Now that is kind of a good point. I'm not sure the artillery should do crew damage. It seems more to me like it should have a high fire and breach chance instead. That's what the sMPK is for though.
To further cement what they do in base CE, it's 90HP of crew damage from all the factors of the artillery shot combined. That's enough to one-shot anyone manning a station who's taken any primary weapons fire at all.
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Sleeper Service
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Sleeper Service »

Mr. Mister wrote:Hey, I realised that the BA showcase image doesn't have the new crystal weapons. Is it to avoid spoilers, or you just forgot?
They are just simple recolors, I don't deem the worthy of an entry there. :roll:

I'm happy with the flagship fight as it is. From my own and other people experience its challenging, but far from impossible.
The Captain wrote: Also, does it have to be one shot, one kill on Zoltans?
It does not have to, but I want it to. :) After you first learned that artillery is lethal to crew you can easily avoid getting anyone killed by it ever. You have a full minute to evacuate that crew. If you leave them standing ẃhere the shells hit then they die, plain and simple. ;)
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The Captain
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by The Captain »

Sleeper Service wrote:
The Captain wrote: Also, does it have to be one shot, one kill on Zoltans?
It does not have to, but I want it to. :) After you first learned that artillery is lethal to crew you can easily avoid getting anyone killed by it ever. You have a full minute to evacuate that crew. If you leave them standing ẃhere the shells hit then they die, plain and simple. ;)
Yeah, well, how do you judge what a minute is when you're pausing and unpausing the game multiple times? If only there were a countdown timer that would coincide with that.
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Sleeper Service
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Sleeper Service »

You mean apart from the meta timer that is displayed in the targeting prompt, including the "EVACUATE" at the end?
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slowriderxcorps
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by slowriderxcorps »

My only severe complaint with the artillery aside from the crew/ship damage gap being so disproportionate isn't really the fault of the mod per-se, but within FTL's programming. After the last patch, when you jump away from a beacon your ship becomes invulnerable to hull damage. Unfortunately, everything else still applies, so you can have artillery snipe your crew into little giblets even when you've given the order to bugger off out of Dodge.
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The Captain
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by The Captain »

Sleeper Service wrote:You mean apart from the meta timer that is displayed in the targeting prompt, including the "EVACUATE" at the end?
I'll have to look next time, but the font is really small on my screen at 1280x1024, so I have trouble reading it. :(
Russian Rockman
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Russian Rockman »

Sleeper Service wrote:You mean apart from the meta timer that is displayed in the targeting prompt, including the "EVACUATE" at the end?
MORE MICROMANAGING necessary. That's what this game is all about so I loved that warning. In that case maybe the artillery can do damage to crew and also have a higher chance to cause breaches and fires. I mean in the AE it's like a room sized projectile!
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Sleeper Service
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Sleeper Service »

Russian Rockman wrote: In that case maybe the artillery can do damage to crew and also have a higher chance to cause breaches and fires.
It also already has that. ;) Projectile artillery has a pretty high fire chance and a low breach chance, beam artillery always causes breaches.
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Estel
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Estel »

Russian Rockman wrote: At least the last few times I've played the game I have easily been able to kill the first stage of the boss long before I even saw the artillery target my ship at all.
Same here. I was either blown up before artillery even appeared, or blown the flagship myself, already.
Russian Rockman wrote:Also in case you didn't know, as soon as you hear the BEEP BEEP WARNING of the artillery you can either cloak or put all your power into engines to "dodge" it. So really it should not be a problem at all.
Or run from fight and return? I haven't had chance to check if it resets art. counter.

/Estel
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Russian Rockman »

How do the planet backgrounds work? Is it possible to make a "fleet" image like the Mantis one which can be called using a planet? I think it would be extremely cool to see a fleet of Zoltan or Engi ships. I'm thinking some events could be added if this were possible for just the Homeworlds of those factions.

Also, I'm unsure about this, but it might be a way to add some federation ships int the final battle like you've been trying to do for ages.
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