Exactly, the game always uses the same vanilla image for these drones, for whatever reason. It might be because the animations for these drones are handled differently? Discovering this was a little disappointing, I really liked the ones I made.Russian Rockman wrote:Other question? Was the reason making different shield drones didn't work because they are handled like Boarding, AP, repair and ion drones?
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
Crew damage on beams work on a per tile basis. If the drone beam starts in the middle of a room and move away from the tile the crew is on, it will not touch that tile and deal no damage. The cockpit of the Rebel Fighter is a typical example where this does prevent the drone from ever damaging the last crewmen of the ship.

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Russian Rockman
- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
Ah ok, now I completely understand. Thank you. That was "educational".Sleeper Service wrote:Crew damage on beams work on a per tile basis. If the drone beam starts in the middle of a room and move away from the tile the crew is on, it will not touch that tile and deal no damage. The cockpit of the Rebel Fighter is a typical example where this does prevent the drone from ever damaging the last crewmen of the ship.
I noticed that the "Anaerobizer"
I did too!!! It's a shame you can't even change the speed at which it creates a super shield... If you can think of ANY other possible drone that could use those ones you made I would love it. Too bad that focused Zoltan shield thing (using bombs) to protect individual systems didn't work. Maybe you can find some uses for them and just recolor their cute little "eyes". Could they be some kind of drones that generate shields for themselves? I don't know just brainstorming here.Sleeper Service wrote:Exactly, the game always uses the same vanilla image for these drones, for whatever reason. It might be because the animations for these drones are handled differently? Discovering this was a little disappointing, I really liked the ones I made.Russian Rockman wrote:Other question? Was the reason making different shield drones didn't work because they are handled like Boarding, AP, repair and ion drones?
Other question?
And one last question. What were some of the other ideas that you abandoned for whatever reason? I've always been curious about that
Are those two two cloaking drones both beam drones? Are they meant to not be able to be targeted by Anti-Drones? Could you make just couple more variants of those. A combat one, a missile one, an ion one, a light laser one, not one for every type but at least two other types?
Aslo, since beam colors can now have different colors now. YEAH!!!
Last edited by Russian Rockman on Thu Apr 24, 2014 9:37 am, edited 2 times in total.
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Mr. Mister
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
Believe me, I've been doing that for a loooooong time. There's just something hypnotizing in the beauty of the BA and DE showcase images. In fact, I've felt tempted multiple times to group them all in families (including vanila weapons) and write a description for each family, also pointing out their differences in sMPK.R4V3-0N wrote:Am I the only one who just loves at looking at the images and re-reading the first post here? or is it just me .-.
Sorry I haven't been active lately Sleepy and co. It's just that I find it rather annoying to play a relaxing game such as FTL with my broken hand, so I haven't even played AE properly, and I'd rather avoid getting spoiled of everything and have maybe just three blind vanilla AE victories before coming back to CE.
Guess your clientele increased since Totalbiscuit (who forgot to farm sectors) did a video on CE though, so maybe you haven't missed me as much.
But you know I wouldn't post without actually trying to aport something, so here it goes:
Since it's such a rare evet, and considering how much better anomaly_2 looks than anomaly_1, consider discarding anomaly_1 and using anomaly_2 as the only anomaly hazard background.
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Russian Rockman
- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
Welcome back Mr. Mister!!!Russian Rockman wrote:Glad to see Estel back! I remember when people like Mr. Mister and The Captain used to come around here all the time.Also, I think slowy died "Last visited: April 13, 2014."
If you did that for all the different weapons I would be very very happy. It would actually help out a lot with modding I think.Mr. Mister wrote:Believe me, I've been doing that for a loooooong time. There's just something hypnotizing in the beauty of the BA and DE showcase images. In fact, I've felt tempted multiple times to group them all in families (including vanila weapons) and write a description for each family, also pointing out their differences in sMPK.
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Hadza
- Posts: 6
- Joined: Sun Mar 30, 2014 6:33 pm
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
Guys, I got a MAD save for you
I very strongly recommend you play it, it got a nifty weapon in it, not gonna spoil
My lanius proudly crafted it for me for 40 scrap. Totally worth it XD It's on crystal B, so might not work if you don't have it, dunno. Also, captain's edition is 1.205. Just put it in your "fasterthanlight" folder in documents folder and then press continue ingame.
http://yadi.sk/d/EFNV-kj9N8Yfj
http://yadi.sk/d/EFNV-kj9N8Yfj
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Welp, Just because I love you guys and this mod.
(and also how I am replacing "Advance Edition" button for "Captains Edition" on my mod overhaul which mainly features engi's, also making this a player ship)
I made a type B engi station just for you guys. Already PM'ed Sleeper Service for the enemy Engi Station B and gibs recolored and fixed up some errors.
I love helping out Captains Edition. So far got the Federation Light Artillery (militia artillery in CE I think it is), Mantis Minelayer / Defender, and now this. yay.
R4V3-0N, a dreamer.
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Kaerius
- Posts: 85
- Joined: Wed Sep 19, 2012 3:02 pm
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
I have a question, is it possible to unlock the crystal cruiser in infinite space? IE: Can infinite space produce rock homeworlds? (I'm fairly certain it can produce engi/zoltan space for the zoltan research facility event, but I could be wrong).
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Mr. Mister
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
CEi features a new crystal sector type, "Ancient" or something. Upon entry, if you don't have a Crystallite on-board, you're forced to jumped to deep space.
I don't know if Sleepy placed the crystal ship unlocking quests there though.
I don't know if Sleepy placed the crystal ship unlocking quests there though.
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dalolorn
- Posts: 532
- Joined: Sun Sep 23, 2012 8:06 am
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
He probably did.Mr. Mister wrote:CEi features a new crystal sector type, "Ancient" or something. Upon entry, if you don't have a Crystallite on-board, you're forced to jumped to deep space.
I don't know if Sleepy placed the crystal ship unlocking quests there though.
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Kaerius
- Posts: 85
- Joined: Wed Sep 19, 2012 3:02 pm
Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96
Sidenote: how hard is it to define a set of modifiers and then apply it to the weapons like was done in CE?
I'm considering doing a weapon rebalance where the base weapons are nerfed down a bit, and but with a larger set of positive modifiers, so that they're basically two-piece puzzles(or more, if that's feasible).
For example a burst laser III(IV in CE) might be nerfed down to 2 power, 3 shots, on a 15 second timer. And then we might have modifiers like +2 power, +2 shots, x1.25 cooldown to bring it up to the current power level, as one of many, but it might also get something like +1 power, +2 fire chance, -1 hull damage and result in a 3 shot fire starting weapon that only damages system and crew.
Or an artillery laser IV might be reduced to 2 power, 3 damage, 1 shield pierce, 1 breach chance, and then you might end up with a +1 power, -1 damage, +2 crew damage, +1 shield pierce mod, and have a 3 power weapon that does 2 damage, with 2 shield pierce, low breach chance and 30 crew damage.
IE: More of a composite system than a bonus/malus system.
I'm considering doing a weapon rebalance where the base weapons are nerfed down a bit, and but with a larger set of positive modifiers, so that they're basically two-piece puzzles(or more, if that's feasible).
For example a burst laser III(IV in CE) might be nerfed down to 2 power, 3 shots, on a 15 second timer. And then we might have modifiers like +2 power, +2 shots, x1.25 cooldown to bring it up to the current power level, as one of many, but it might also get something like +1 power, +2 fire chance, -1 hull damage and result in a 3 shot fire starting weapon that only damages system and crew.
Or an artillery laser IV might be reduced to 2 power, 3 damage, 1 shield pierce, 1 breach chance, and then you might end up with a +1 power, -1 damage, +2 crew damage, +1 shield pierce mod, and have a 3 power weapon that does 2 damage, with 2 shield pierce, low breach chance and 30 crew damage.
IE: More of a composite system than a bonus/malus system.
