FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
So, did anyone yet manage to kill the boss?
I maxed out two ships, and both time died in phase 2 without more then scratching the boss. Both setups was perfect (as i thought), i got through entire regions without suffer from a single hull hit.
Stuff like Heavy Ion II + Ion Blast II + Halbert Beam + Weapon Pre-Igniter.
And yes, getting killed in minutes after hours of playing is more then a bit frustrating. The changed room layout makes boarding impossible with anything below 4 skilled mantis. Once i lost even them because the boss decided to destroy all 3 levels of my teleporter - lovely.
The defense drone in phase 2 + the changed room layout breaks the players nick. Constant missile and ion fire with no way to shut it down plus the boss' defense drone which intercepts half to 9/10 of your theoretical damage.
Also, this 1 power bar drone which is supposed to destroy enemy drones with a counter-barrage shot (or something) never hits the enemy drones. Never.Its shots are way to slow.
I maxed out two ships, and both time died in phase 2 without more then scratching the boss. Both setups was perfect (as i thought), i got through entire regions without suffer from a single hull hit.
Stuff like Heavy Ion II + Ion Blast II + Halbert Beam + Weapon Pre-Igniter.
And yes, getting killed in minutes after hours of playing is more then a bit frustrating. The changed room layout makes boarding impossible with anything below 4 skilled mantis. Once i lost even them because the boss decided to destroy all 3 levels of my teleporter - lovely.
The defense drone in phase 2 + the changed room layout breaks the players nick. Constant missile and ion fire with no way to shut it down plus the boss' defense drone which intercepts half to 9/10 of your theoretical damage.
Also, this 1 power bar drone which is supposed to destroy enemy drones with a counter-barrage shot (or something) never hits the enemy drones. Never.Its shots are way to slow.
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
I've managed to beat the boss on hard with 4 different ships so far. Most recently I beat the boss with 2 Pegasus missiles, a weapon pre-igniter, and and the Explosive Replicator.Kartoffelr wrote:Also, this 1 power bar drone which is supposed to destroy enemy drones with a counter-barrage shot (or something) never hits the enemy drones. Never.Its shots are way to slow.

Then before that I was playing the Nisos with which I got THREE Scrap Recovery Arms, TWO Glaive Beams, and I got through Shields with level 3 Hacking.

Those Anti-Drones really do suck. I need to see if the CE ones are better.
- Sleeper Service
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
I have to assume you engineered these? Cause that is not such a great feat.Russian Rockman wrote:...THREE Scrap Recovery Arms



That would open the issue of having people post stuff in the wrong thread, so I'll abstain for that for now.Russian Rockman wrote: I said a long time ago that this and CE:Infinite are gonna need their own topics.![]()
I already changed the description of the actual shield:Russian Rockman wrote:For the Zoltan shield penetration "issue" with flash-bangs, light lasers, and plasma weapons, you can do either 1 of 2 things. 1.) You can give them damage (obviously not really an option) or 2.) officially make their shield penetration a feature. So no one is confused you should say in the actual weapons description that they are not blocked by Zoltan Shields. I'm sure there could be some actual explanation for why, but you don't have to say why.
Code: Select all
<desc>Uses excess energy from FTL engine outbursts shield your ship from certain weapons. Indicates you command a official Zoltan ship; enabling diplomatic solutions.</desc>
There are no animated vanilla missiles. All the variants with different frames for engine trails are from the original diversity mod and they never worked as intended. You can easily test this by changing a swarm launcher to MISSILES type. Their projectiles will no longer animate (and they also will be flipped, but that is another thing...)Russian Rockman wrote: You said that the reason scatter missiles and such are lasers is because they need to be animated? But it seems that missiles are animated with their engine trail. i think that what you did with the rarity should fix the issue of enemies spawning with only missiles, but maybe you might want to try just making them all missiles and giving cloak missiles the drone_targetable tag.
Concerning the problems with EL 0.97 beta:
It seems there is a chance that this will simply not work for everybody, but I will still try to make a new version that is based on FTL 1.5.10 so we can see how that works out. The problems might be related to different stuff people might have in their SMM cache or pre FTL 1.5.10 bits that ended up into EL 0.97.
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
That was actually on vanilla.Sleeper Service wrote:I have to assume you engineered these? Cause that is not such a great feat.Russian Rockman wrote:...THREE Scrap Recovery Arms![]()
In case you didn't: Yes, you could have engineered them.
![]()


That was a joke. Note the:Sleeper Service wrote:That would open the issue of having people post stuff in the wrong thread, so I'll abstain for that for now.Russian Rockman wrote: I said a long time ago that this and CE:Infinite are gonna need their own topics.![]()

Alright that's finr. You could make it really specific and say weapons that damage your hull if you want. Also, glad it doesnt say FTL engines are the "only" weapons that can recharge the Z-Shield anymore.Sleeper Service wrote: I already changed the description of the actual shield:


<desc>Uses excess energy from FTL engine outbursts *to* shield your ship from certain weapons. Indicates you command a*n* official Zoltan ship; enabling diplomatic solutions.</desc>
I'm also really glad you say what each faction can do now.

Ahh, I see. Well then by all means leave them as lasers. I like the animations.Sleeper Service wrote: There are no animated vanilla missiles. All the variants with different frames for engine trails are from the original diversity mod and they never worked as intended. You can easily test this by changing a swarm launcher to MISSILES type. Their projectiles will no longer animate (and they also will be flipped, but that is another thing...)

I'd really like to get your opinion on this. I really like your shield drone images do I was thinking that one "or both" of them could be "distraction drones" with a personal Z-Shields. They would be able to dodge/"reflect" all incoming fire from Anti-Drones. Or at least you could use the images for them to distinguish the Overcharge and Overcharge+. I personally wouldn't care if they showed up different when deployed in battle...Russian Rockman wrote:For the Shield Drones it is very unfortunate that you couldn't use your images. I was thinking that you could instead make them distraction drones with their own personal shield. They could just absorb (or "reflect") fire from the enemy and keep your other drones safe. I noticed though that the images actual work for at least the display in the store and ship menu. I'm not sure if this would work, but maybe you could give try the different varieties of AP drones their own image even if they don't show up in battle? Also, I personally wouldn't mind if you gave the Overcharge+ a different image even if it doesn't show up in battle.
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
There already is the Decoy Drone that does exactly that and telegraphs it more clearly by cloaking. The design of the shield drone telegraphs that they do the same as the regular shield overcharge drone. I don't want to force the designs into the game just for the sake of it.Russian Rockman wrote:I'd really like to get your opinion on this. I really like your shield drone images do I was thinking that one "or both" of them could be "distraction drones" with a personal Z-Shields. They would be able to dodge/"reflect" all incoming fire from Anti-Drones. Or at least you could use the images for them to distinguish the Overcharge and Overcharge+. I personally wouldn't care if they showed up different when deployed in battle...
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
Alright...Sleeper Service wrote:There already is the Decoy Drone that does exactly that and telegraphs it more clearly by cloaking. The design of the shield drone telegraphs that they do the same as the regular shield overcharge drone. I don't want to force the designs into the game just for the sake of it.


Hey, did you have to get rid of your unique ranged combat projectiles for each of the different races? I like those too...
- Sleeper Service
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
Yeah, re-adding these is kind of down the line. Gencool agreed to cooperate with CE, so if I end up integrating some of his great crew variants, I'll probably add these again as well.Russian Rockman wrote: Hey, did you have to get rid of your unique ranged combat projectiles for each of the different races? I like those too...
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
Is it even possible to do that? I didn't notice anywhere for the projectiles in the "people" images.Sleeper Service wrote:Yeah, re-adding these is kind of down the line. Gencool agreed to cooperate with CE, so if I end up integrating some of his great crew variants, I'll probably add these again as well.Russian Rockman wrote: Hey, did you have to get rid of your unique ranged combat projectiles for each of the different races? I like those too...
Some of Gencool's recolors are pretty cool. And he's done a lot. I like the little details like the extra slug antennae and the slightly beefier Rockmen. I like how his Zoltan's faces seem to glow. Though yours stick to the vanilla skin more than some of his which I also think is important for CE, so you wont be able to use all of his skins. I like the shadows he will do too, I think they could end up better than the outlines vanilla had. Really he has done so much though, he's very talented...
I also asked him if he would be willing to help create some animations for the hangar screen so maybe if he helps with that we can finally add that in...


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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
Hey, I'm not sure if this will help much with solving the crash issues that some people are having, but here are the output files i'm getting once the game has crashed:
https://app.box.com/s/kkbnukklrqzky6qvqw1d
Also I Tested FTL on my desktop and laptop and for some reason the latest version of the mod works fine on the laptop but not on my desktop. And yes i've tried both versions 1.5.4 and 1.5.10 with the same results on my desktop.
https://app.box.com/s/kkbnukklrqzky6qvqw1d
Also I Tested FTL on my desktop and laptop and for some reason the latest version of the mod works fine on the laptop but not on my desktop. And yes i've tried both versions 1.5.4 and 1.5.10 with the same results on my desktop.
- Anthonest
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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97
May i submit a few ships? Also i belive you have Ravon's "Mantis Minelayer" backwards.