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

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Gliptal

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Gliptal »

Thank you everyone for the elaborated answers! Things make more sense now.

To elaborate a bit more on the swarm missiles, what Estel pointed out is exactly what I meant: I rarely die because of swarm missiles, but they deal enough damage to make repairs necessary, leading to a loss of scrap in the early sectors. I also find that they become less of a threat in the later sectors, but I usually die from other reasons because I couldn't properly develop my ship with the few scrap I saved from repairs.

The problem might also be I have no access to the more diverse ships yet (only have Kestrel A, Engi A and Federation A/B for now), so I have no access to drones, teleport, hacking or mind control from the game start. I know the Engi ship has them, but I never managed to use that ship effectively, I have too little control on where I dish out damage.

Just as a side note, I personally love the new long range jump mechanic.

I also have a couple of ideas, I don't know if they can be implemented, but still:

1. What about selling fuel, missiles and drone parts at the shops: I often reach later sectors with 30+ missiles or 30+ drone parts while playing with ships or loadouts that don't use them, and it somewhat feels like wasted scrap. Countless times I was just a few scrap short from a useful crewmember, weapon, augment or system and there were my 28 useless missiles sitting, if only I could sell them! If tweaking the shop interface isn't possible, maybe just adding some options in the event screen could do it.

2. What about a different shield graphical effect? Instead of them stacking one on top of the other, have the different layers separated by few pixels in a concentric manner? It would make for a faster glance on their state.
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Sleeper Service
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Sleeper Service »

Gliptal wrote:1. What about selling fuel, missiles and drone parts at the shops: I often reach later sectors with 30+ missiles or 30+ drone parts while playing with ships or loadouts that don't use them, and it somewhat feels like wasted scrap. Countless times I was just a few scrap short from a useful crewmember, weapon, augment or system and there were my 28 useless missiles sitting, if only I could sell them! If tweaking the shop interface isn't possible, maybe just adding some options in the event screen could do it.
I'm kind of siding with the defs here: Consumables are separate resources and should more or less stay as they are. If you can sell missiles and drone parts that would basically mean you get some more free scrap from each encounter, as you could just turn the consumables into scrap at the next store. You are basically asking for a free handout. :D Sellable consumables would further encourage laser heavy pew pew builds. If you have a lot of drone parts missiles than this is because you did not made use of them and therefore wasted resources. Apart from the occasional vanilla sell events, CE also already added a lot of ways to spend your excess consumables (by laying minefields, setting drone ambushes, loading your ASB or sending out mapping drones to name a few)
Gliptal wrote:What about a different shield graphical effect? Instead of them stacking one on top of the other, have the different layers separated by few pixels in a concentric manner? It would make for a faster glance on their state.
Sounds cool, but is impossible to do as the game is hardcoded to use a single shield image for each player ship. There was a great mod that focused on improved shield graphics and has been integrated into CE, but that seems abandoned now.
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Gliptal

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Gliptal »

Ok I see your point. I guess I should work to unlock those high tier ships.

I found a bug just now: acquired an Effector Mark II (for free) in Sector 1. Every time I target an enemy system that room briefly becomes visible (as in Level 3 sensors visible).

Granted the game decide to punish my good luck by pitting me against a 6 human boarding party and a rebel ship armed with a 2 damage laser and a beam weapon as the third enemy in sector one. Barely made it out. :D

EDIT: Same game, I found myself forced to the exit beacon way in advance of the rebels by the layout of the beacons in the sector: what about an option to activate the distress beacon even if you have fuel left? This way you could be using those otherwise wasted turns in a more active way.
condonzack
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by condonzack »

I've been having some issues with tabbing out and back into a running game and also of returning to one that crashed/I save-quited from. Basically sometimes when I tab out from ftl, to check the wiki for example, when I click to return the game just crashes. And at least half the time I load up FTL and continue a game I run into some pretty bad graphical issues. It seems like layers of the interface will be missing.

My mod order is

better planets and backgrounds 1.2.1
CE resource pack 1.225
captains edition 1.226
CE BPaB compatibility 1.0
music addon 1.225
Gliptal

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Gliptal »

condonzack wrote:I've been having some issues with tabbing out and back into a running game and also of returning to one that crashed/I save-quited from. Basically sometimes when I tab out from ftl, to check the wiki for example, when I click to return the game just crashes. And at least half the time I load up FTL and continue a game I run into some pretty bad graphical issues. It seems like layers of the interface will be missing.

My mod order is

better planets and backgrounds 1.2.1
CE resource pack 1.225
captains edition 1.226
CE BPaB compatibility 1.0
music addon 1.225
No problems here. Maybe try to revert to vanilla, check chache integrity (if on Steam), and then reapplying mods.
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RAD-82
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by RAD-82 »

Sleeper Service wrote:I don't see how this makes them 3x as powerfull in early sectors,
I think I can answer this. The Leviathan and Titan are more powerful than the Hermes and Breach in the early sectors because enemies don't use those vanilla missiles in the early sectors. This is because of the power requirements to use those weapons. Early sector enemies won't use 3-power weapons, but they will use 2-power weapons.
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Sleeper Service
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Sleeper Service »

Good point, I didn't take that into account. I can see that this is worth correcting to keep things in line with vanilla and even out the early game.


CE Resource Pack 1.229
- Fixed a problem that prevent Russian Rockmens map icons from appearing

CE Update 1.229
- Hull Crusher Laser now pierces one shield
- Bardiche Beam price and cooldown decreased
- Burst Scatter Defense Drone projectile speed decreased
- Burst Scatter Laser I price increased
- Minelauncher prices reduced
- Light Anti-Crew Missile Drone needs two power now
- Enemy versions for swarm missiles and minelaunchers added; enemies will no longer spawn with high tier missiles ammo based weapons early on
- Some previously left out changes that AE made implemented
- Last stand repair beacons display some friendly fed stations now
- Repair beacons during the last stand are no longer as safe as they used to be
- Outlaws at the entrance to Pirate sectors get ASBs backup now
- Rock Homeworlds call the hyperspace event correctly now
- Rock Checkpoint shield graphic repositioned
- Typ C Rock enemy gibs and cloak offsets fixed
- Typ C Rock enemy escape event fixed
- Typ C Rock enemies are equipped with Crystal Vengeance instead of Rock Plating now
- Rock C comes with Crystal Vengeance instead of Rock Plating now (piracy options did not feel right for that ship)
- Slightly changed the description of some player ships to point more clearly to their CE characteristics
- Some typos fixed

CE Infinite 1.229
- Changes of CE 1.229 imported

CE Endless Loot 1.229 for CE and CE Endless Loot 1.229 for CE Infinite
- Stun beams no longer can have the "piercing" prefix
- Healing Burst variants graphics fixed
- Changes of CE 1.229 imported

Non EL Enemy Loadouts Addon 1.229
- Changes of CE 1.229 imported
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Krazyguy75
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Krazyguy75 »

To clarify my earlier points, by death sentence I meant it will doom your run. Not necessarily that fight, but the damage is just too extreme to recover from. The reason fire in O2 is a death sentence is because there are two ways to deal with fire: Space it or put it out, and you can't risk spacing an O2 fire, so you basically lose 1 crew for that fight, which on average results in 2-3 more hits (whether to reduced evade or reduce weapon charge or even reduced shields getting other weapons through)
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Sleeper Service
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Sleeper Service »

I realize that high tier ammo based weapons had a chance to spawn earlier than their vanilla counterparts in CE. I generally try to keep things within the boundaries set by vanilla, but in this case I did not take into account how weapons spawning for enemies effects when these weapons appear. That is corrected in 1.229 and missile spawns should be in line with vanilla now.

Actual boarding strategies are situational. I would not rule out so many options. You can totally risk venting your O2, as you can just refill it by opening internal doors to rooms that still have oxygen before sending your repair crew in. Oxygen takes a while to deplete and I find that often enough you have time to repair after the fight. "shrug" Details, this is all situation. You oxygen will be hit by missiles in vanilla as well. You have to deal with it. And you won't face any more missiles that doom your run by dealing unrecoverable amounts of damage in sector one anymore. :roll: Meaning there wont be any missiles or mines that deal more damage than vanilla missiles in the same sector. Thanks for the pointers.
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Estel
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Estel »

Sleeper Service wrote: Hey Estel, would you be able to submit your report within the next hours? Otherwhise I won't be able to include it in 1.229 immediately (I'll be of the grid for a bit).
Sorry, got real-lifed. nothing lost, thought - I'll just make another run and, possibly, increase the list, then post it, waiting patiently for new release. Nothing was a game breaking, so not a big deal, I hope.
Sleeper Service wrote: - Outlaws at the entrance to Pirate sectors get ASBs backup now
Actually, the had it earlier, at least since previous update - It was like "WTF?" and, although amusing, ended up in my bug list ;) Glad to see that it's a feature now.
Sleeper Service wrote: - Rock C comes with Crystal Vengeance instead of Rock Plating now (piracy options did not feel right for that ship)
Hm, this reminded me something - we have "characterized" factions, using their special augments, so slugs have betrayal, mantises are slavers, and rocks can be pirates, Fed cruiser easily gets special quest on Fed sectors (and one day, maybe, will be able to collect wingmen - I'm really waiting for it!) etc...

What about Crystal ship(s)? They definitely deserve to be deeply characterized (they're aliens to this galaxy, even more than Lanius), but what it could be? Causing fear in common freebooters, and hate in xenophobic rebels? (so, things that try to run from us, like revel ships in nebula or traders, could be forced to attack us without running via blue option)?

Or, maybe there is something else implemented already, and I just don't know about it?

From a totally different barrel - now that Artillery for every ship is a thing, how Fed cruiser is characterized in-game mechanic, for things like Fed Cruiser?

/Estel
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