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

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ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

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

Post by ArmedKevin117 »

stylesrj wrote:
Lanius crewmen. It would free up an augment slot from having an alternative to the Repair Kit, or maybe stack with it for even better repairs. And it totally makes sense with how they're portrayed; they can walk out onto the hull no problem, and they can melt/reshape metal however it's needed. When you think about it, they're like a walking Hull Repair Kit once you give them some scrap to work with.
Don't Lanius already have an event like that? They can reproduce in exchange for scrap, reshape the doors in exchange for hull damage... and sometimes they ask if they can fix the hull and if you ask them for what they need, they'll take some scrap, some missiles and drones (probably fuel too) and fix up the hull.

I can't remember though - I use the out-of-fuel events (no distress beacon. Stupid Slugs) by deliberately delaying the fleet by a few hundred thousand jumps and jumping about.
However for some reason I only seem to get repeats of the same one in a sector (even if I play legit and jump from one idle beacon to another). That Lanius, continually polishing his blades...

Is that a bug or a feature of FTL (Or a feature of CE) to prevent someone from jumping around so much in a sector until their entire ship is populated by Lanius?
Well, I've never encountered any events with Lanius crewmen affecting the doors or hull. I have gotten the one where they offer to reproduce, though.

As for your own problem with Lanius events, I have no clue.
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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 »

Antimatter wrote:i'm guessing from the lack of responses that this is not posible therefore i'm just gonna play vanilla FTL.
There are no plans to make CE any more modular than it is right now, as this makes mod maintenance a lot more complicated. Most of CEs content interacts with each other, so operating it creates some issues.

IMO the bonuses that the Lanius provide are OK as they are. I don't see why they should also become walking hull repair kits, considering how easy they can be acquired and cheap they are. If you want to increase your ships durability you can speak to your Rockman. I find that hull repairs fit their factions style much better. As mentioned, Lanius already can to some extend reshape your ship. Even though the events in Lanius territory describe that not every single Lanius is an expert in this, so I wouldn't assume that any Lanius can just reshape and fix your hull anyway.
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Daytrippers
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Joined: Sun Apr 27, 2014 4:48 am

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

Post by Daytrippers »

Hey,

This is more of a question about slipstream i think, but anyway.
Just booted up FTL again after some months and wanted to install CE and endless mode. I downloaded the new versions and patch the mods in via slipstream and everything seems fine, but when I boot up FTL its just the vanilla game.

Before this i was getting access denied error(and run as admin was not helping) so I set the whole FTL file to read only.

Also, the beginning scrap advantage mod seems to work, but CE and endless dont work.

Any suggestion to what could be wrong?

Thanks
ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

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

Post by ArmedKevin117 »

Daytrippers wrote:Hey,

This is more of a question about slipstream i think, but anyway.
Just booted up FTL again after some months and wanted to install CE and endless mode. I downloaded the new versions and patch the mods in via slipstream and everything seems fine, but when I boot up FTL its just the vanilla game.

Before this i was getting access denied error(and run as admin was not helping) so I set the whole FTL file to read only.

Also, the beginning scrap advantage mod seems to work, but CE and endless dont work.

Any suggestion to what could be wrong?

Thanks
Did you follow the load order specified in the first post?
Daytrippers
Posts: 2
Joined: Sun Apr 27, 2014 4:48 am

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

Post by Daytrippers »

ArmedKevin117 wrote:
Daytrippers wrote:Hey,

This is more of a question about slipstream i think, but anyway.
Just booted up FTL again after some months and wanted to install CE and endless mode. I downloaded the new versions and patch the mods in via slipstream and everything seems fine, but when I boot up FTL its just the vanilla game.

Before this i was getting access denied error(and run as admin was not helping) so I set the whole FTL file to read only.

Also, the beginning scrap advantage mod seems to work, but CE and endless dont work.

Any suggestion to what could be wrong?

Thanks
Did you follow the load order specified in the first post?
Yes I did. Even if i just load captains edition, nothing happens. Enemy ships become glitched and are invisible, thats the only thing that is different.

I tried reinstalling and that did not change anything.

Edit: well i redownloaded all the mods and mod manager + reinstalled ftl and eventually it worked.
ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

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

Post by ArmedKevin117 »

Daytrippers wrote:
ArmedKevin117 wrote:
Daytrippers wrote:Hey,

This is more of a question about slipstream i think, but anyway.
Just booted up FTL again after some months and wanted to install CE and endless mode. I downloaded the new versions and patch the mods in via slipstream and everything seems fine, but when I boot up FTL its just the vanilla game.

Before this i was getting access denied error(and run as admin was not helping) so I set the whole FTL file to read only.

Also, the beginning scrap advantage mod seems to work, but CE and endless dont work.

Any suggestion to what could be wrong?

Thanks
Did you follow the load order specified in the first post?
Yes I did. Even if i just load captains edition, nothing happens. Enemy ships become glitched and are invisible, thats the only thing that is different.

I tried reinstalling and that did not change anything.

Edit: well i redownloaded all the mods and mod manager + reinstalled ftl and eventually it worked.
Theory: you had slipstream directed to the base game .dat's and were running the AE .exe, or you had slipstream directed to the AE .dat's and were running the base game .exe.
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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 »

Another event which goes straight into combat:

Slug Sector, non-nebula beacon.

There's an event about a pirate ship being there and that either the pirate must be extremely dangerous or extremely stupid to be hunting in Slug territory.
I had combat augments on my ship but no option to use any of them. It just took me straight to the fight with those pirates.

EDIT: And now there's a Mantis Interceptor that did the same thing. Straight to the fight.
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

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

Post by FortunaDraken »

Just hit a very strange bug. I'm in Deep Space, so can't tell you which sector it came from.

I jumped to a new beacon that had no Distress or Quest over it (no long-range scanner, so can't tell you anything about ships). And immediately upon arrival it said something about the preparations being complete, and releasing the weapons platform towards the hostile. I lost 4 missiles. Interestingly? There was no hostile visible; upon continuing I could immediately jump, and was not being boarded. Also I don't have the ASB augment, which is what I am assuming the text related to. There was no lead-up, nor anything after, I just randomly released a weapons platform I don't have, lost missiles, and continued on my way.

Needless to say, I r confused.

EDIT: Oh my god. I just got into a battle with the still-being-built Flagship in an automated sector, and the music gave me chills. That is so creepily good, it's amazing. I love it, I cannot express this enough.
Russian Rockman
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Russian Rockman »

Alright so I did a bit more testing on the radiation events, I'll try to make this quick:

I am now convinced that the cause of the crashes was having a room outside of the targeting window. Every time I remove those far out rooms there are no crashes.

The only purpose of those invisible rooms and people pre-AE was to prevent "stalemates" in the radiation events because someone was unlucky enough to jump into one without fuel.

Weapons, Drones, and Artillery also had to be disabled at these events so that people wouldn't destroy the husk and cause their FTL drive to instantly recharge. This would confuse some people, especially since the husk would be designated as "hostile." And furthermore I realized that this would prevent you from using your healing bombs, which would be a major asset in a radiation field obviously.


POST-AE the game automatically causes enemy ships to charge their FTL drive and jump away when you don't have fuel to prevent stalemates. This gave me a different idea to prevent stalemates during radiation events and also an idea that might make it unnecessary to restrict weapons.

Currently there are three types of radiation events:
1.)Nothing
2.)Free Items
3.)Boarding

Boarding events should be fine because you could put in a standard pirate ship and disable it's oxygen so it wouldn't be weird to see crew on a ship like that. You could disable weapons here, but you could just make the ship really defensive and if you're capable of destroying it, well you've still taken some radiation and the boarding event is annoying enough.

For the other two events, they use the husks. Here's my idea, :idea: instead of using invisible crew as a timer you could use the FTL escape as a timer like every other stalemate prevention system. The lore behind this one would be something like "The reactor of the nearby ship (husk) is unstable and is about to explode. (Exactly like the suicidal AI ships). Meanwhile the ship's reactor is leaking radiation." I believe this is pretty close to the existing explanation. You can either:
A.) FTL jump out, OR (if you have no fuel...)
B.) Use your impulse engines to get out of the blast radius and the radiation field (which will take a long time and likely cause most of your crew to die of radiation poisoning by then)

You could disable weapons here too, but I think it would be unnecessary because you could...
C.) Suicidally shoot at the unstable ship, "Luckily your suicidal maneuver did cause the blast to propel you outside of the radiation zone. However, your ship has taken massive hull damage and one of your crew members is dead. Good job smart one..." :lol:


Anyway, I will take a shot at slightly rewriting the radiation events to get them to work with this concept. I will also try creating some husks that have a piloting system so that they can "charge their FTL."

I just wanted to make sure you were OK with handling the radiation events this way.
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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 »

You know, I feel really bad when I steal from colonies being supplied by the Rebels. I mean I know it's wrong but I really need that scrap. But sometimes I crack open those supplies only to find it was just vaccines! Now I feel really bad and I want to make it up to those people.

Could any of these be considered possibilities on how to handle that vanilla event:

1) Return them -Give them back and hope the colonists are forgiving (It worked for the crew of Serenity. Of course outcome 1 is they are forgiving and give you some supplies. Outcome 2 - they yell at you and you get nothing. Outcome 3 - They attack you) Perhaps double fleet fleet pursuit for a jump as you have to turn around and bring them back.
2) Keep them - You get a Trade Good of Pharmaceuticals

And going back to the source event and...

1) Stealing supplies from a helpless colony is considered an act of piracy even if they're being supplied by Rebel ships. See how your crew reacts (unless you're Mantis/Slug/Rock/Requisition Licence)
2) (Long Range Scanners/Advanced Sensors) Scan the supplies to see what the Rebels gave them then you can choose to engage the ship and not steal the supplies because you know they might not be worth anything. So you can be yelled at for destroying their supplier but at least you didn't take their medicine.
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