FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
You made me think of having a lv2 engines check that, if not chosen, blows your whole ship up, simulating it got swallowed into the blackhole.
-
- Posts: 390
- Joined: Thu Mar 28, 2013 1:44 am
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Don't remember if this issue was raised. I was watching an old stream of Vanguard of Valor, where he's playing the Derelict, with all-AI crew. He had the quarantine sector event where some medics and infected people beam onto your ship, and some of your crew get bitten and turn hostile. Medics joined his crew, but his ship had no life support.
Would this still happen in the current version? AIs should be immune to infection.
Would this still happen in the current version? AIs should be immune to infection.
-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
In case of crew loss/treason, the crew member will ALWAYS be chosen randomly. So if you add an option for "AI avatars don't get sick, silly", then that option will prevent ALL crew members from being sick too: you can't protect only a certain crew member.
I choose to think they have some bio-circuits. After all, they heal at the medbay, not at drone control.
I choose to think they have some bio-circuits. After all, they heal at the medbay, not at drone control.
-
- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
That's something that I really hope gets changed in the AE. I also wish that we could do piracy and slavery choices if we have a mostly Rock, Mantis, or Slug crew. That's always been something thats bugged me.
I suppose there could be a blue option if you have a single AI crew that you must responsibly choose only if you have a majority AI crew, but really it's not worth the trade off. If you want to get down to it, how do Engi's get sick? From what I understand AI's are partly biological to, just to a much lower extent than Engi's. You don't know what this weird space zombie disease does.
EDIT: For some reason writing about the disease made me think of a wrath of Khan event where your crew are forced to betray you because their brains are infiltrated by weird space worms.
Maybe their can be something like this when the mind control system comes out in the AE.
I suppose there could be a blue option if you have a single AI crew that you must responsibly choose only if you have a majority AI crew, but really it's not worth the trade off. If you want to get down to it, how do Engi's get sick? From what I understand AI's are partly biological to, just to a much lower extent than Engi's. You don't know what this weird space zombie disease does.
EDIT: For some reason writing about the disease made me think of a wrath of Khan event where your crew are forced to betray you because their brains are infiltrated by weird space worms.

-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
I take it it's like Space Dandy's fourth episode.Russian Rockman wrote: You don't know what this weird space zombie disease does.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
There are limtis to what can be done with dummy weapons and adding them is a rather lengthly process that also involces dummy copies of ships. I also like that the acid and nano damage currently is more or less predictable. If you get stuck in battle at a few nano beacons, the accumulated damage could become really severe. IMO these hazards are already deadly enough. The breach chance would be nice though, specially for the acid. It's considered.
Again, dummy weapons can do pretty limited things. The way I handle them currently, they cant reliably influence the late battle for example. The Hazard damage is bound to happen early in the fight, so evading it would be generally difficult.

Again, dummy weapons can do pretty limited things. The way I handle them currently, they cant reliably influence the late battle for example. The Hazard damage is bound to happen early in the fight, so evading it would be generally difficult.
Hm, yeah, I guess thats something to consider.Russian Rockman wrote:Oh, and one more thing. I don't know if this already happens in Hazard sectors or not, but could you make it so that Hazard beacon entry beacons are an ion storm or asteroid field? You could have the event cause these disasters after jumping into the entry beacon I think.
Well agreed. they probably should, but I can not controlled who is removed by the crew kill event. So what will it be then, no AIs in the whole mod or no infection related events? I decided to accept this minor inconsistency. In a recent video Bio actually talked to his AI and it explained that its computing core is based on bio processors. Some events in the quarantine sectors suggest that the disease can infect anything sentient and might even be nano based. So there is actually some world building going on that makes the AI infection more plausible, you just might not have come across it. Bio did not really read it, he just got really outraged when his AI got infected later, even though a few jumps before the crewmen itself explain how this might be possible.The Captain wrote: Would this still happen in the current version? AIs should be immune to infection.

-
- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
That's why I liked the Slug event with the moons. Developers put so much time into fleshing out the world and then people start skipping over the text because they jus want to blow things up.
How does the "weapon override" thing work in the xml? Isn't that a way to make something happen without the need of a dummy weapon? Also I thought the nano and acid damage that happens during a fight could be really minute and slow. Basically its also for consistency because the longer you stay there the more damage you take, but it still wouldn't greatly affect what you planned because it will still be more damaging if there are multiple acid or nano clouds in a row and not ll of them will have an actual hostile encounter. I'm really not sure exactly how all the dummy weapons work, but maybe you could even have 2 dummy weapons. One that is a cluster which causes multiple breaches and one which does just one damage so it would be like a sun that causes breaches and may or may not cause hull damage (depending on if that shot misses). It's a shame it won't work for enemies too though.
Also, does having Rock plating have any affect in acid clouds? I think it does already. But perhaps the level of engines you have could also have an affect because of how long it takes your FTL to charge and how long you have to stay in the cloud. maybe it could even have an affect in Radiation clouds. Someone suggested a while back that you could use different races from Zoltan to Crystal on the hostile husks to affect how long you must stay in the radiation cloud. Just something to consider.
How does the "weapon override" thing work in the xml? Isn't that a way to make something happen without the need of a dummy weapon? Also I thought the nano and acid damage that happens during a fight could be really minute and slow. Basically its also for consistency because the longer you stay there the more damage you take, but it still wouldn't greatly affect what you planned because it will still be more damaging if there are multiple acid or nano clouds in a row and not ll of them will have an actual hostile encounter. I'm really not sure exactly how all the dummy weapons work, but maybe you could even have 2 dummy weapons. One that is a cluster which causes multiple breaches and one which does just one damage so it would be like a sun that causes breaches and may or may not cause hull damage (depending on if that shot misses). It's a shame it won't work for enemies too though.
Also, does having Rock plating have any affect in acid clouds? I think it does already. But perhaps the level of engines you have could also have an affect because of how long it takes your FTL to charge and how long you have to stay in the cloud. maybe it could even have an affect in Radiation clouds. Someone suggested a while back that you could use different races from Zoltan to Crystal on the hostile husks to affect how long you must stay in the radiation cloud. Just something to consider.
-
- Posts: 390
- Joined: Thu Mar 28, 2013 1:44 am
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Mr. Mister wrote:I choose to think they have some bio-circuits. After all, they heal at the medbay, not at drone control.
No, I don't think I've run across that info, but I now recall that Voyager had bio-neural gel packs, so I see the reasoning. But they should probably be able to regenerate anywhere, not just in the medbay, since there isn't a dedicated system for hologram projection.Sleeper Service wrote:Well agreed. they probably should, but I can not controlled who is removed by the crew kill event. So what will it be then, no AIs in the whole mod or no infection related events? I decided to accept this minor inconsistency. In a recent video Bio actually talked to his AI and it explained that its computing core is based on bio processors. Some events in the quarantine sectors suggest that the disease can infect anything sentient and might even be nano based. So there is actually some world building going on that makes the AI infection more plausible, you just might not have come across it.The Captain wrote: Would this still happen in the current version? AIs should be immune to infection.
-
- Posts: 8
- Joined: Fri Mar 14, 2014 10:03 pm
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
This mod is really a great expansion to the game. I was pretty much through with FTL, but I'm sure I'll have a few more playthroughs now. Thanks for the work on it.
After a couple of games learning about new weapons, events and generally having fun bad things happen, I arrived to the flagship In Zoltan A and had a long optional dialogue of blue events. I still had to fight despite the Rebel general admitting we were stronger than him, but talking the final boss down would be awesome if it is possible.
After a couple of games learning about new weapons, events and generally having fun bad things happen, I arrived to the flagship In Zoltan A and had a long optional dialogue of blue events. I still had to fight despite the Rebel general admitting we were stronger than him, but talking the final boss down would be awesome if it is possible.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
It actually is. Depends on your upgrades and crew, maybe you where just a few blue options away.fedaykin wrote: After a couple of games learning about new weapons, events and generally having fun bad things happen, I arrived to the flagship In Zoltan A and had a long optional dialogue of blue events. I still had to fight despite the Rebel general admitting we were stronger than him, but talking the final boss down would be awesome if it is possible.
