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 1.201 / CE Infinite 1.201 for AE

Post by Sleeper Service »

Yeah you are right, I mixed up that download link. It's fixed now.
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MedicRules41
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by MedicRules41 »

ahmedoo wrote:Yup. Delete buckup files: resources.dat.bak and data.dat.bak in the buckup folder of slipstream mod manager. You have still the old ones from the time before the update.
Still crashes for me, am I just missing something? I deleted data.dat.bak and resources.dat.bak, but Slipstream created new ones, and it still crashes. Any solution?
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slowriderxcorps
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by slowriderxcorps »

MedicRules41 wrote:
ahmedoo wrote:Yup. Delete buckup files: resources.dat.bak and data.dat.bak in the buckup folder of slipstream mod manager. You have still the old ones from the time before the update.
Still crashes for me, am I just missing something? I deleted data.dat.bak and resources.dat.bak, but Slipstream created new ones, and it still crashes. Any solution?
When you wipe the backups, you need to make sure that the version of FTL is correct. Reinstall the game before running SMM to make it get a backup of the vanilla AE files and not what was there before.
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Zeran
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by Zeran »

I am wondering if the endless loot addon is available. I can't seem to find it anywhere

Edit: nevermind I found out by reading one page back. Forum is really slow so getting to that other page took forever
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Estel
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by Estel »

Small and follow-up after few first playthroughs:

1. Is it intentional, that cruisers no longer guard exit beacons? At least in sector 1 and 2 I wasn't able to meet any, it was always a disappointing fighter.

Also, the fleet is always shooting, but post-event text (after destroying fighter) says that we need to run "before cruisers gets in firing range"... Well, I think it could get tweaked, as they already been on pretty damn firing range ;)

2. Nebula black market trader (as mentioned earlier) have buggy visuals for its special equipment list - probably due to new way fuel/scrap/missiles/drones gain/loss due to events is shown. It looks like this:

http://s10.postimg.org/5i5h8eoxj/black_ ... trader.jpg

3. ABS shoots looks super-ugly. Really, watching them is painful, they're nothing like FTL ships "pixel-art", not to mention how they look on pretty BPAS backgrounds. At first, I thought that some new "gellatine-blob" weapon targeted me. I know that it's AE stuff, and I like overall idea of shoots coming from fleet's side (flying from "inside" screen to "outside"), but maybe CE, known for it's nice-looking explosions/big lasers (artillery) and Ui prompt, could do something about it?

I don't know how moddable it is, but something like scaled-up artillery shot would look nice, not to mention being in-line with rest of weapons. Anything, but that "giant gelatin cubes" floating in space.

4. The new explosions seen on ships when they break are ugly, too. Not as much as ABS, but still look sad, compared to CE's explosions. Could use graphical tweak, if possible.

5. I think that scatter lasers should be re-written using "flak gun" mechanism. Of course, they would still be fast and laser-shot-animated, I mean the "big red dot" thing marking overall place of impact, and exact place being determined randomly in targeted sphere, for every shot. It really fits those scatter things :)

BTW, same apply for missile swarms, IMO. Even more, as for scatter lasers it doesn't matter where they hit (so only "chance to miss due shotting outside ship contours" would matter), but for rockets, it actually adds nice possibility of hitting few rooms with single swarm (or hitting only by part of swarm, or...).

Side note - is it possible to make regular flak guns deplete scrap when shoot? We already *see* that theyre shooting scrap, but, apparently, it's "generated inside". Pity, that we can't pay in shops using such "materialized" scrap ;)

6. Chain weapons (the ones that get reduced cooldown the more they shoot) are nice idea, but its implementation is screwed and they're totally unbalanced, currently. They're chaining too fast - For example, for chained dual laser (one in starting equipment of Lanius ship A), cooldown reduced from 16 to 7 after just 3 shots is a joke. I think that it would balance them much (and make them more interesting as tool for longer battles), if it would take muuuch more shots to achieve shorter cooldown, by smaller parts every shot. So, in this case, 15 seconds after shot 1, 14 second after shot 2, etc, all the way down to 7 seconds.

7. I'm really disappointed by lack of unlock quest for Lanius ship, thats cheap :( Could CE fix it? I understand that you can't make ship "unlockable" via quest - I mean, only, an interesting quest that explains unlocking Lanius ship in a lore-friendly way, a multi-segment one, similar to vanilla unlock quests. It would be our personal, non-recorder achievement, to get it ;)

8. Same disappointment as above apply to lack of layout C for Crystal and Lanius ships. Is it moddable?
---

Other than that, awesome amount of new and interesting stuff :) Been a pleasure to play. I miss old artillery for rebel fleet, though, so happy that you included it in events. Still missing all cool stuff flagship was doing in CE :( Sure, its new layout makes it more challenging, but CE modifications were better lore-wise. All that feeling of rebel fleet targeting us with artillery and being distracted by Federation fleet, this AI takeover with suffocation in phase 3...

/Estel
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Sleeper Service
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by Sleeper Service »

Estel wrote: 2. Nebula black market trader (as mentioned earlier) have buggy visuals for its special equipment list - probably due to new way fuel/scrap/missiles/drones gain/loss due to events is shown. It looks like this:
That should be fixed with 1.201
Estel wrote:... looks super-ugly.
I'm not an expert for visuals and I don't feel like it is such big of a problem. Looks like the problem with the ASB projectile is that it is rely small to begin with and then gets stretched to become way bigger. I don't really know what to do about this and if it is even possible to do something. I leave that to the visual modders of greater skill.
Estel wrote:I think that scatter lasers should be re-written
In general, I will not rewrite any pre-AE weapons to feature AE stuff. I want to maintain the content generation and feel like the existing weapons work well as they are. Id rather make new weapons with the new features, just like the defs did not just put the charge feature on their regular lasers. The weapons you have suggested are already in the mod by the way, as new weapons (Scatter Flak, Missile Flak).
Estel wrote:Chain weapons (the ones that get reduced cooldown the more they shoot) are nice idea, but its implementation is screwed and they're totally unbalanced, currently. They're chaining too fast - For example, for chained dual laser (one in starting equipment of Lanius ship A), cooldown reduced from 16 to 7 after just 3 shots is a joke. I think that it would balance them much (and make them more interesting as tool for longer battles), if it would take muuuch more shots to achieve shorter cooldown, by smaller parts every shot. So, in this case, 15 seconds after shot 1, 14 second after shot 2, etc, all the way down to 7 seconds.
I'm actually fine with how these weapons behave. Also I'm not making a balance mod here. ;) Why do you think this cool down reduction too fast?
Estel wrote: I'm really disappointed by lack of unlock quest for Lanius ship, thats cheap :( Could CE fix it? I understand that you can't make ship "unlockable" via quest - I mean, only, an interesting quest that explains unlocking Lanius ship in a lore-friendly way, a multi-segment one, similar to vanilla unlock quests. It would be our personal, non-recorder achievement, to get it ;)
I doubt that this is possible and it is a little hard to test. Maybe someone finds out.
Estel wrote:8. Same disappointment as above apply to lack of layout C for Crystal and Lanius ships. Is it moddable?
Not in a way that they appear in the hanger under the C tab. But I'm pretty confident that someone will make a Lanius C at some point, and there just was this violet crystal ship that was also designed as a C variant.
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sneakyturkey
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by sneakyturkey »

Houston, we have a problem... http://prntscr.com/37h306 I clicked just the general CE and I have AE and slipstream 1.4 What did I do wrong??? Happens right after loading screen btw
Edit: I need to watch more other comments... sorry
MedicRules41
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by MedicRules41 »

slowriderxcorps wrote:
MedicRules41 wrote:
ahmedoo wrote:Yup. Delete buckup files: resources.dat.bak and data.dat.bak in the buckup folder of slipstream mod manager. You have still the old ones from the time before the update.
Still crashes for me, am I just missing something? I deleted data.dat.bak and resources.dat.bak, but Slipstream created new ones, and it still crashes. Any solution?
When you wipe the backups, you need to make sure that the version of FTL is correct. Reinstall the game before running SMM to make it get a backup of the vanilla AE files and not what was there before.
Will do, thanks for the tip. I'll edit when results come in.

On an aside, to whoever said it, I've also noticed that the forums are running extremely slow. Any reason? Is it just the unusual workload?
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Estel
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by Estel »

Sleeper Service wrote: In general, I will not rewrite any pre-AE weapons to feature AE stuff. I want to maintain the content generation and feel like the existing weapons work well as they are. Id rather make new weapons with the new features, just like the defs did not just put the charge feature on their regular lasers. The weapons you have suggested are already in the mod by the way, as new weapons (Scatter Flak, Missile Flak).
Yea, noticed the new ones, which made me even more surprised, that the old ones remains unchanged ;) you're the boss, boss :D but it doesn't feel coherent - after all, scatter lasers/swarm rockets are essentially doing exactly what "flak targeting mechanism" is doing (heck, swarm rocket even have as big impact explosion animation as flak targeting circle), hitting multiple projectiles over wide area. We just were not having proper mechanism to implement it - now, when it co-exist with "proper" scatter lasers/swarm missiles, it looks a little strange, both in gameplay and lore-wise (if they can shot such goddamn amount of missiles with sniper-like precision, why they haven't do the same for flak missiles? Heck, it's the same thing.)

Now, thinking about it, i DO see a reason for scatter laser to live (maybe under different name - multi-micro laser? ;) ) - it consumes only one shield bubble but hit "multiple" hull surface, while flak lasers are shield-busters, able to remove 5 layers of shield at one shot (and even hit two things inside, if you're lucky). But swarm rockets alongside flak rockets looks off, IMO.

Just my random rambling above, not that it should matter much ;)
Sleeper Service wrote:Why do you think this cool down reduction too fast?
Because - following example of 16 second dual laser, that after 3 shots reload in 7 second - it's basically a 7-seconds reload weapon for all intent and purposes, apart from first few fights in sector 1. Everywhere else, fights take *much* longer than first 3 volleys, and player can, generally, forget about the first, higher cooldown digit. And, frankly, those 7 seconds for 90% of fight IS overpowered, as hell. Played with this weapon and blowed everything way too easy.

Giving it smaller cooldown reduction over longer period of time would really make this weapon matter much in later-game, longer fights - where this more than 60% reduction of reload time after 9 volleys would help a lot (BTW, numbers are just proposition, to explain what I mean. I don't say that this actual -1 second for every shot is ideal). It would be different weapon, aimed at those long encounters. Now, it's a basic 7-second reload dual laser with fancier description.
Sleeper Service wrote:I doubt that this is possible and it is a little hard to test. Maybe someone finds out.
Just to be sure, that we're talking about same thing - I mean perfectly "normal" multi-stage quest (like the Curator one is, multi-staged), that would fit the lore, give some reward, and write about how you got a Lanius ship possessed, for Federation fleet. Again, I'm *not* talking that it should unlock Lanius ship in hangar, or give it a "Q" achievement - it would be for our lore-geeky pleasure and personal satisfaction :)

Now, if we not misunderstood each other, why it isn't possible, if multi-staged quests (The Curator) are already in CE?

BTW - some time ago, I've asked, if you could integrate Corpses:
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=12367

...as having it being incompatible every new CE release is getting old (and it seems unmaintained anymore :( ). I may be wrong, but it seems to me, that it should be pretty easy for you to implement, and wouldn't cause problems/require maintaining afterwards. Any thoughts on this?
---

Small report supplement:

Bugs

1. Systems that are effectorized by enemy before fight, block personnel from giving it manning bonuses. At least, it's the case for Weapons system - my guy was just standing there, doing nothing, and weapons lacked his 20% reduction of cooldown :( (check by moving him outside and inside the room). I guess it may be the same for player-used effector on enemies? No idea, if it was working as intended before AE, or no one noticed it? (Severity: Medium)

2. If you mind-control black market trader in nebula, he reveals weapon he is trying to sell, and might give you a discount (or might not). Sadly, there is no option to attack him, if his offer offended us ;) despite that before trying mind-control, it is possible. BTW, IDK if it's implemented, but it would nice to have a very small chance, that he realizes you tried Jedi Mind Tricks on him, and becomes hostile himself :) (Severity: Minor)

3. There is this event in nebula, where "you see a small pirate station nearby" and "you're not sure, but they might be preparing to board you". Sadly, there is no station - only boarders beamed on ship. Considering, that we already saw the station, it would be nice to initialize attack vector, repelling boarders simultaneously ;) (Severity: Minor)

4. This (below) outcome of conversation with Engi crew member seems to be outdated, especially, that other possible outcome of same event is information about hacking system being already spread around galaxy ;) IDK if it's the same case for Engi talking about battery system (have seen the new one, where he stresses importance of battery system, not sure if you removed the one where he writes concept for it, and rest of crew thinks "it's crazy idea and will never work"):

http://s2.postimg.org/6y3ck6wwn/outdated.jpg

Suggestions

1. There is this event, where you see a refueling station broadcasting good prices, dock, and are (can be?) attacked by bomb pumped to engines, giving you 3 hull damage, 3 damage to engines, and boarders to fight off. I think that this event is painful/risky enough, to have a loot prize attached to boarders (for scrapping the fake fueling station after repelling them, for example). BTW, nice usage of new even possibilities! :)
Last edited by Estel on Sun Apr 06, 2014 6:13 pm, edited 1 time in total.
dalolorn
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Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Post by dalolorn »

MedicRules41 wrote:Will do, thanks for the tip. I'll edit when results come in.

On an aside, to whoever said it, I've also noticed that the forums are running extremely slow. Any reason? Is it just the unusual workload?
I sincerely hope so. :?
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