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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VoidInsanity
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by VoidInsanity »

Quick question Sleep about the current trade system. I am guessing here it is the way it is because any items added to the game you can't tell the AI to not use them or am I wrong and there is some other reason behind using the augmentation slots?
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Sleeper Service
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by Sleeper Service »

The AI can be prevent from using any gear pretty effectively. But having the trade goods be dummy weapons or drones opens up all kinds of shenanigans the player can do with them. It would also allow to carry way to much trade goods at once, which can be exploited in some situations. I also very much like that the player constantly has to decide what he/she wants to use augment slots for. Carrying trade goods, production augments, passive augments or combat augments are all viable ways to play and you can mix and transit between these usages, but constantly have to make decisions. It kind of creates an additional layer of scarcity and management and I think that is cool.
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chuisfree
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by chuisfree »

Can we use "[MOD] High-res background graphics [V1.0]" instead of the "Better planets and backgrounds" mod? I really like the simplistic and beautiful high-res original backgrounds. The new ones in BPaB, they are too flashy and overwhelming for me most of the time. It's difficult to pick out the enemy projectiles.
Russian Rockman
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by Russian Rockman »

Thanks for responding Sleeper. A always you don't have to respond to EVERY comment that I make if you don't want to, but I do appreciate it when you do. :D

That's strange that the drone images don't work on the other variants. Probably hard doing like you said in which case there's not much we can do.

About the husks, it could be a multitude of things I suppose. When you get around to it I guess I would just suggest reimplementing them very basically like you had them at first just to jam the ftl. Then start adding things back and see what you can do before it crashed the game.

:roll: :oops: Yeah I did think it would require A LOT of rewriting to the trade event thing and for that reason it will never get done. I thought I would say it anyway though because it would technically work no problem and for that reason it's interesting. Mainly I point out weird things like that because they might give you other ideas. Many more things you could do with your time though other than that.
(And by the way I do like the trade system, just because I keep bringing it up doesn't mean I don't like it. Also, I peaked at some of the new generic trade goods and they are very cool.)!!!

YES, having only Blue options has always worked!!! Infinite Space first did it to check when the player was ready to face a mini boss. If you don't meet any of the blue options requirements then a default continue... Is generated. But it won't appear if there is at least one blue option you can choose. I thought you of all people would know that, does this give you any neat ideas?

The reason slowly probably didn't report the purple LS thing is probably because he dropped off the face of the planet a few days ago. He has been strangely inactive...
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Sleeper Service
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by Sleeper Service »

Oh I appreciate any suggestions of course. Thanks for your continuous support. ;)
Russian Rockman wrote: YES, having only Blue options has always worked!!! Infinite Space first did it to check when the player was ready to face a mini boss. If you don't meet any of the blue options requirements then a default continue... Is generated. But it won't appear if there is at least one blue option you can choose. I thought you of all people would know that, does this give you any neat ideas?
I actually did not know that. Might come in handy at some point.
chuisfree wrote:Can we use "[MOD] High-res background graphics [V1.0]" instead of the "Better planets and backgrounds" mod? I really like the simplistic and beautiful high-res original backgrounds. The new ones in BPaB, they are too flashy and overwhelming for me most of the time. It's difficult to pick out the enemy projectiles.
Hm I consider making a compatibility patch for that. You can use it already, but you might see less planets without a proper compatibility patch.
Last edited by Sleeper Service on Tue Apr 15, 2014 4:44 pm, edited 1 time in total.
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VoidInsanity
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by VoidInsanity »

If you made them Dummy drones couldn't you just give them an unreasonable power requirement and have them do zero damage (meaning they'll never be used) and give them custom graphics as a result? To overcome exploiting couldn't quests be be scripted for each trade good be written to deliver the items to a store in that sector when you arrive at an empty beacon (IE - Luxury Goods : Scan this sector for a potential buyer) or is taking active items away from a player not possible?
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Sleeper Service
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by Sleeper Service »

The dummy possibilities where already discussed a while ago. Power requirements look crap on the UI. The suggested workaround is overall much less elegant than having the trade goods as augs. And as already stated I like think the scarcity the current system creates is actually a nice addition to the gameplay. And yes, no item can be taken away from the player (beside that hard coded exception of the stasis pod in the crystal unlock event.)
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VoidInsanity
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by VoidInsanity »

Sleeper Service wrote:no item can be taken away from the player (beside that hard coded exception of the stasis pod in the crystal unlock event.)
Is it not possible to look at the games code and clone this event? It seems oddly specific that this one thing isn't possible outside of that event.
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Sleeper Service
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by Sleeper Service »

Well one never knows. Tell me if you find a way, ok?
Last edited by Sleeper Service on Tue Apr 15, 2014 5:37 pm, edited 1 time in total.
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VoidInsanity
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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93

Post by VoidInsanity »

Well I have not familiar with FTL modding outside of enjoying CE but generally speaking if the file containing the event can be isolated and if a method exists to load the existing event, I see no reason why cloned versions of that event couldn't be hex edited to detect and remove an item of your choosing. Though I am presuming this has already been tried and not possible in which case sorry sleep, got no other ideas at present.
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