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

Distribute and discuss mods that are functional. Moderator - Grognak
Post Reply
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by dalolorn »

FortunaDraken wrote:Suggestion for Endless Mode: can Exit becons be given a cancel option like "Continue exploring this sector."? A lot of the time I've noticed I've ended up on an Exit becon and can't get to another becon or two because they're only connected to the exit one, and there's no real way to get to them since the becon forces you to jump.
It has been explained a few dozen pages ago that it is impossible to do that without changing how the game engine works.
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by FortunaDraken »

dalolorn wrote:
FortunaDraken wrote:Suggestion for Endless Mode: can Exit becons be given a cancel option like "Continue exploring this sector."? A lot of the time I've noticed I've ended up on an Exit becon and can't get to another becon or two because they're only connected to the exit one, and there's no real way to get to them since the becon forces you to jump.
It has been explained a few dozen pages ago that it is impossible to do that without changing how the game engine works.
With this thread having over 300 pages, it's not something I plan on digging through to find an answer for, so thank-you.

EDIT: Also another question: does the augment that spawns AI holigrams ever not cause intruders on board? I've tried it about 5-6 times now, and every time they've run amok ._. I just want some more crew members for the Engi B ship...
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by Sleeper Service »

There is a 1 in 8 chance that AIs run amok. You can calculate the probability of this failing happening six consecutive time... looks like you are extremely unlucky. :D
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Flypaste
Posts: 44
Joined: Wed Nov 21, 2012 4:04 am

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by Flypaste »

Now, I only play Infinite, so I don't know if this is a feature in non-infinite gameplay, but when I was customizing some ship loadouts, I noticed that ALL ships can mount an artillery weapon.
For example, the slug ship has a massive neural stunner, and the Crystal B fires a shotgun blast of crew-killing crystals.

Is there a way to have the artillery system popup in stores?
If it already does, is it possible for me to make it more common? Because I've not seen it yet.
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by Sleeper Service »

Player artillery is just as common as any other system you can buy. If you visit enough stores you will eventually come across it. I regularly see it in stores, you might just have been unlucky so far.
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Flypaste
Posts: 44
Joined: Wed Nov 21, 2012 4:04 am

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by Flypaste »

It might just be that I only see a store every 3 sectors in the first place...
User avatar
Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by Biohazard063 »

Say...

Do you think/know if it's possible to create a Lanius and or Crystal C?
Or is that another one of those things that's impossible to do the game design?
Would love to see some boarding co-op between those two races . :)
The fact that there is a "slot" available that says 'No C-layout" makes me think it could go either way.

Grtz,
Biohazard063
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by Sleeper Service »

Yeah that would be cool, but it looks like there is no true type C slot for these ships. At last there is not ship blueprint that could be used or overwritten to create them (PLAYER_SHIP_ANAEROBIC_3 does not work, I tried). Technically these ships could be added as a shipmod that overwrites one of the other ships. Maybe someone will actually create these ships at some point, I'm not even sure If there wasn't at last a Lanius C arround some time ago.
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
ThatDude
Posts: 1
Joined: Tue Jun 24, 2014 10:39 pm

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by ThatDude »

Um, I think this is a bug. Endless loot won't even install, I'm using slipstream mod manager, I have everything in the given load order but, once the mod manager reaches Endless Loot it just stays there and never actually installs anything... any help?
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.226/Inf 1.225/EL 1.225b

Post by Sleeper Service »

I recommend you read through the troubleshooting section at the beginning of this thread.


Hm I might have messed up phase three a little. The AI takeover was not intended to be that strong. :oops:

CE Update 1.227
- Various AI ship layout door links fixed
- Phase three boss drones nerved
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Post Reply