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

Distribute and discuss mods that are functional. Moderator - Grognak
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Nider_01
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Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Nider_01 »

Only destroyed rebel cruisers should force fleet to stop I think
Minor text error: Zoltan ship can make a shield overcharger drone mark 1 (but there is only one type of a shield drone I think)
Russian Rockman
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Russian Rockman »

FortunaDraken wrote:I believe that's because you get a two jump delay from beating the cruiser, and the gathering removes one, so they're still slowed.


Also people, I made a thing. Go make it better, because I have no clue what I'm doing really. Idly made it for making notes on trading more than anything, but other people can probably make it an actual wiki.
Good Job! I may actually start contributing to a wiki now. :geek: Where to start...

Well I was working on a chart of all the CE weapons. I was almost done with it, but never finished. I'll probably finish it now and put that up on the wiki.

Sleeper should put a list a link to the wiki in the OP and ask people to contribute.


EDIT: OK, I edited the faction-specific augments and trade goods pages, they should be basically done now.

As I was editing the trade goods section I had a thought. Trying to sell illegal substances like Contraband, Slug Hallucinogens, Trooper DNA, and Plague samples in lawful sectors like Civilian, Federation, and Zoltan Sectors should cause you to actually be attacked by the law enforcement there. :idea: In Freelancer and other games your ship usually gets scanned for illegal substances so being dumb enough to try and sell them in these sectors should have consequences. Now that Cargo Teleporters can be found at some stores the Cargo Teleporter augment could have a secondary function to allow for "discrete transactions," allowing you to transfer illegal cargo without being detected. :idea:
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stylesrj
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by stylesrj »

Now that Cargo Teleporters can be found at some stores the Cargo Teleporter augment could have a secondary function to allow for "discrete transactions," allowing you to transfer illegal cargo without being detected
That sounds like a good idea or perhaps something annoying (like getting boarded/attacked at a store, then some Engi offers their services to help fight off the intruders :D) but I like it.

And perhaps if you have a Zoltan Shield, you can just say "According to the Codex, I'm within my rights to sell this" and they say "Oh sorry, didn't realise you were a Zoltan Ship" for the same effect.
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ahmedoo
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by ahmedoo »

The flagship mod is awesome but it's weird to randomize every time you start a run. Have you guys got any plan to improve that?

That's kind of funny thing I got With second randomize:
http://zapodaj.net/6dd2c601ce4c6.bmp.html

BUG:
- Spelling (drone...drone):
http://zapodaj.net/568f592593993.bmp.html

Is it possible for you to implement some other mods after finishing random flagship? For example HiRes shields or UI Overhaul (0.97), Background Replacer or even Better planet and backgrounds and Asteroids. My list of mods is growing more and more and It would be nice to see them in CE in future as a one thing.
Russian Rockman
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Russian Rockman »

ahmedoo wrote:The flagship mod is awesome but it's weird to randomize every time you start a run. Have you guys got any plan to improve that?
Unfortunately, that is how it has to be done. FTL does not allow you to randomize the flagship the same way as other ships so it has to be done with the Randomizer tool. There are other benefits to doing things this way though. For example, you can save the mod file if you like a flagship you rolled and want to go against it again.

ahmedoo wrote:Is it possible for you to implement some other mods after finishing random flagship? For example HiRes shields or UI Overhaul (0.97), Background Replacer or even Better planet and backgrounds and Asteroids. My list of mods is growing more and more and It would be nice to see them in CE in future as a one thing.
Captain's Edition actually has implemented a lot of stuff already. It has implemented the Hi-Res shields mod and the replacers mods if you use those as well as some of the stuff from my UI mod. The Shiny! mod also implements Hi-Res shields. However, while I am flattered to see that you are using my UI Overhaul mod I don't think that CE will or even should implement that because some people may not like it. One of CE's signatures is it tries to stay as close to vanilla as possible. I don't think BPAB can be implemented because I don't think the author sanmonku has given permission to copy it.
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ahmedoo
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by ahmedoo »

Russian Rockman wrote:
ahmedoo wrote:The flagship mod is awesome but it's weird to randomize every time you start a run. Have you guys got any plan to improve that?
Unfortunately, that is how it has to be done. FTL does not allow you to randomize the flagship the same way as other ships so it has to be done with the Randomizer tool. There are other benefits to doing things this way though. For example, you can save the mod file if you like a flagship you rolled and want to go against it again.
So two more questions:
- Do you consider adding some tool or file where all flagship stuff is written down after first in-game view? It would be really helpful to have something like that beside pencil and piece of paper with everything written by hand.

- And second is the path of the generated .ftl file. Could it be changed to not to show in the same folder?
Russian Rockman wrote:Captain's Edition actually has implemented a lot of stuff already. It has implemented the Hi-Res shields...
You mean this awesome triangle shields? I don't know why I have still those hexagonals :(
Russian Rockman wrote:The Shiny! mod also implements Hi-Res shields. However, while I am flattered to see that you are using my UI Overhaul mod I don't think that CE will or even should implement that because some people may not like it.
Shiny is really great. I never was a fun of original ftl font. And those window borders... :roll:
Russian Rockman
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Russian Rockman »

ahmedoo wrote:You mean this awesome triangle shields? I don't know why I have still those hexagonals :(
Oh THAT's what you meant. CE integrated the Hi-Res Shields Vanilla version which uses hexagons still, but more Hi-Res than vanilla. The triangles thing probably wont get added into CE because Sleeper already chose the hexagons over the triangles. I like the awesome triangle shields, but prefer the hexagons just because shields in every sci-fi I've ever known have hexagons. It's a very strong shape, it's the shape bees use for their hives because of this reason. :geek:
ahmedoo wrote:Shiny is really great. I never was a fun of original ftl font. And those window borders... :roll:
Thank you very much! :oops: :mrgreen:
Last edited by Russian Rockman on Wed Sep 03, 2014 12:32 am, edited 2 times in total.
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ahmedoo
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by ahmedoo »

By the way is it possible to make font in shops or in the weapon UI on the bottom of the main screen smaller in Shiny to not to expand over the borders? CE Endless Loot sometimes adds a lot of stuff and it's difficult to read out everything clearly and sometimes the weapon icons overlap with the text.

Morover I don't know why but I once saw in Polish Kit percentage chance of fire, breach etc. instead of Low, Med words. Do you consider modifying that? I'm not sure if the SM Polish Kit is still compatible with Endless Loot so I miss that option.
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Sleeper Service »

ahmedoo wrote:My list of mods is growing more and more
I don't really see how that is a problem. Also I can only integrate what is largely accepted and what I get permission for. If you want my opinion on high res shields you can read it in the high res shields thread.
ahmedoo wrote:So two more questions:
- Do you consider adding some tool or file where all flagship stuff is written down after first in-game view? It would be really helpful to have something like that beside pencil and piece of paper with everything written by hand.
Our plans for the Flagship Randomizer are detailed in its own thread, including plans to make the flagship data accessible at each sector. The Flagship Randomizer thread is also the place where you might want to post about it, the CE thread is for main CE. So I won't comment on the Flagship Randomizer here cause that just makes everything more confusing.
ahmedoo wrote:Morover I don't know why but I once saw in Polish Kit percentage chance of fire, breach etc. instead of Low, Med words. Do you consider modifying that? I'm not sure if the SM Polish Kit is still compatible with Endless Loot so I miss that option.
I'm generally sticking with vanilla settings. The defs did not want to let you know the exact percentages and that is ok with me.
Russian Rockman wrote:As I was editing the trade goods section I had a thought. Trying to sell illegal substances like Contraband, Slug Hallucinogens, Trooper DNA, and Plague samples in lawful sectors like Civilian, Federation, and Zoltan Sectors should cause you to actually be attacked by the law enforcement there.
That idea was actually cut because I did not want mechanics that "punish" the player for attempting trade. Although I can see that an additional fight is not necessary punishment in the FTL. The thing is that it is hard to bring across that you are being prosecuted, while the store will still be accessible and stuff.

Also: Holy Flak, you are actually making a Wiki! Thanks for the support! I'll contribute if I find the time. My main reason for not starting this myself was that I did not want to create even more mod maintenance steps I have to take, like writing out any changes I make or update weapon entries whenever I change them. I considered writing a CE manual or starting a wiki but never got around it. Its great to see you people stepping in to give players some information about the mod. Thanks a lot!
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
FortunaDraken
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by FortunaDraken »

You're very welcome c: I remembered seeing that you were fine with the idea of a wiki, and since I had nothing to do yesterday night, it randomly came to me "hey, let's try making a wiki" XD

Definitely grateful for the edits from Rockman, you can make things I was trying to say make sense better than I ever could XD
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