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

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Estel
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Estel »

Sleeper Service wrote:But the autonomous ASB does the same thing so much more elegantly... :D
And via much more boooring way... Your idea of gathering wingmens through events/quests was SO much better. It could be implemented (ab)using ABS mechanism, why not, but it's the story/hard and interesting way of gathering wingmen and interacting with them at empty beacon, that made it interesting. Countless possibilities for a different FTL experience, with your own small wing of ships, instead pf usual "lone travel". So much blue events possible due to having wingmen, too ;)

@Saizew
Not entirely true. Another sweep removes element of risk - you know exactly what you will gather, and that you will get it at all. Just like with trade, 1x jump worth of beacon might give you nothing, or even damage you, kill your crew, etc. Also, if you do another sweep at nebulas, you profit even more, as fleet advance at nebula rate.

In my playthroughs, I've seen examples of situations, where another sweep would give more resources than 1st one, or even augment/weapon/drone schematics. But, from my experience, it is worth to take whatever is offered (unless it really suxx or yoi have important plans for that 1x jump), as it's 0-risk operation. //Edit: Gah, Sleepy beat me to it ;)

/Estel
Last edited by Estel on Thu Apr 24, 2014 10:41 pm, edited 2 times in total.
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Sleeper Service
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Sleeper Service »

Yeah, you make it sound like it really should be in the mod. And you are probably right. :D So maybe at some point, it will happen...
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Mr. Mister
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Mr. Mister »

Some bug forces me to always have at last two images for backgrounds. I agree that it is not the most beautiful background, but I still do not want to have copies of the same files twice in the folders. If you know any free to use backgrounds that look like a space anomaly and fit the style then let me know (Color does not matter, can be re-colored.)
You could just flip it 90 degrees, so that field lines go in the other axis.
Saizew
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Saizew »

Sleeper Service wrote:(...) You are aware that option 1 shows the additional scrap you'll get right? (...)
My fault... 8-) I'm mostly so in a hurry/under pressure from the pursuing fleet, that loosing even a single jump gives me a shiver that I mostly take the 2nd option and haven't had really a closer look what loot you get ....
Kaerius
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Kaerius »

dalolorn wrote:
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.
He probably did.
I wonder how rare this sector is. In my current run I found the pod, opened it(got my crystal crewman), and I'm in deep space in sector 6 or 7, done probably 10 sectors there at this point... haven't seen crystalline sector or the quest beacon yet.
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Sleeper Service
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Sleeper Service »

Sleeper Service wrote:The Ancient sector has the same probability to spawn as the Rock Homeworld, so you might still not get a chance at completing the quest at all, with the added difficulty that traveling from deep space towards the Federation base does not let you choose which sector you go to. Unlocking the Crystal ship through wins with all ships is definitely way easier.
The Rock or Ancient sector can only appear after sector 4 (?) and is unique, which means that it can only appear once per run. The exact rarity is hard to pinpoint, it might be less rare than in vanilla cause CE has more sector types actually.
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Kaerius
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Kaerius »

Sleeper Service wrote:
Sleeper Service wrote:The Ancient sector has the same probability to spawn as the Rock Homeworld, so you might still not get a chance at completing the quest at all, with the added difficulty that traveling from deep space towards the Federation base does not let you choose which sector you go to. Unlocking the Crystal ship through wins with all ships is definitely way easier.
The Rock or Ancient sector can only appear after sector 4 (?) and is unique, which means that it can only appear once per run. The exact rarity is hard to pinpoint, it might be less rare than in vanilla cause CE has more sector types actually.
But can it happen in deep space is the question.

I could find the pod, and have the zoltan researchers open it, both in deep space.
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Sleeper Service
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Sleeper Service »

Nope, the Ancient Sector can only appear as a regular sector. The early stages of for the unlock quest can be completed in deep space, as you already noticed, but you still need to find the Ancient Sector on the regular sector map to complete the unlock quest. Can't be done differently. ;)
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Sleeper Service »

We are almost done with the image variant integration for EL. 8-)
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Estel
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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Post by Estel »

Good to hear that :) I'm planning to upgrade my system for a x64 Debian soon, so everything will be set up for endless loot, even without playing with java ;)

BTW, have you considered other options to include - previously planned - more prefixes, resulting in ~50k weapons? Like, non-SMM methods? Or you know something that we don't - like, some planned changes to SMM, that should allow any, arbitrary number of such appended things?

I've just upgraded FTL:AE to latest, still hot patch. does it change anything re CE problems with certain events? Also, have you considered trying radiation events *without* all that invisible-crew things - just like it was implemented at first? Maybe without those invisible rooms and other such stuff, it would work without problems again?

Meanwhile, small bug report:

1. There is this (vanilla?) event, where we meet pirate ship lodged between two huge asteroids. If we decide to blow them up and loot remnants, another pirate ship may appear. If we kill it, we get "remnants of two ships". Hoever, if the pirate decides to run and succeed, we get nothing - remnants from first, helpless pirate ship seems to vanish. Even if it's vanilla event, it would be nice touch to fix it ;) (Severity: Minor Unless you're playing CE on hard as Mantis B, when it becomes super-hyper-major-blocker, like every lost piece of scrap...)

2. There is this event, where we meet station that got defenses gone haywire, and may try to blow it up, or use on of numerous blue options. For ages, we saw all possible blue options at the start of event - which seemed natural. Now, the only two options that we get are WHITE - leave them alone, or "promise to help". If we promise to help, we "consider our options", and are forced to try one - even the blue one, that may result in severe damages to our ship. There is no way to check if we have equipment/crew worth of blue options before deciding, and there is no way to change our mind, when presented with possible options :(

Personally, I know all (?) blue possibilities there, but I guess it might be frustrating to new players, that are just willing to check what stuff can be used there. It might get irritating to old ones, too, if new blue-option-worth stuff is added to this event - veterans would just use "leave them alone", suspecting that they will only get high-risk low-reward white option. I think that former approach with all blue options visible was much better. If it have to be way like it is for some reason, consider adding at least "change your mind" option to 2nd list, please. (Severity: Medium Unless you're playing CE on hard as Mantis B, in which case... Of, wait, you already hear that one, didn't you? ;) )

3. This event with civilian ship that passed to close to sun:
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... suffer from strange bug - first, we get damages, then, in screen visible above, we get on point of damage repaired for no apparent reason. I've checked it on few different occasions, and it's 100% reproducible. (Severity: Minor)

4. Now, I'm not sure if this isn't a vanilla un(mod)fixable bug, but whatever:
http://s11.postimg.org/kpwg28p41/engi_f ... persal.jpg

As you see, I've ion'ized their medbay with heavy effector (4 Ion damage), but medbay kept healing them (and nanobots too). Only pulling them out of medbay and in again resulted in proper no-healing.

Cheers,
/Estel
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