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Re: FTL Captain's Edition 1.084
Posted: Tue Jan 07, 2014 2:52 pm
by Mr. Mister
The human conversation "Your Human crew member is prejudiced against the Mantis". You should add a mantis blue choice (as the only option, so that the text-closing "Continue" default option appears if and only if you don't have a mantis on-board) as follows:
(Mantis crew) "I take offense to that!". You can even have it end it bad things, as the presence of a manits will force the blue choice to be selected.
Note: I haven't encountered that line with a mantis on-board since the update, so I don't know if it's already included.
Re: FTL Captain's Edition 1.084
Posted: Tue Jan 07, 2014 8:35 pm
by ikeelyou300
I don't think the Mantis knows the crew member is prejudiced. But yeah there could be a few conversations where there are 3 different crew members involved I think.
Re: FTL Captain's Edition 1.084
Posted: Tue Jan 07, 2014 8:45 pm
by Sleeper Service
I actually tested this a while ago. Turned out forcing blue options this way is not possible. If an event just has blue options, than it will not be displayed. If the event also has a white option, then it will appear alongside, which allows the player to get around the intended outcome.
Re: FTL Captain's Edition 1.084
Posted: Tue Jan 07, 2014 10:15 pm
by Mr. Mister
Sleeper Service wrote:I actually tested this a while ago. Turned out forcing blue options this way is not possible. If an event just has blue options, than it will not be displayed. If the event also has a white option, then it will appear alongside, which allows the player to get around the intended outcome.
You suren you tested for both choice-triggered events and jump-triggered events? This thread says it's possible:
http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2795
Re: FTL Captain's Edition 1.084
Posted: Tue Jan 07, 2014 10:27 pm
by Sleeper Service
Hm yeah I remember that thread... maybe time to look into that some more.
Re: FTL Captain's Edition 1.084
Posted: Wed Jan 08, 2014 12:42 am
by EnterElysium
Streamed it again with updated version, no crashes! Even went to a quarantine sector!
HOWEVER: The final boss now has an augment that shuts down my cloak and is completely OP because of that. I get the feeling this mod is getting a little too hard, I mean, compared to good levels of hard, this is way OP imo. I had a dig through the files of the mod for a way to shut that ability down or remove the augmentation from the boss but couldn't find it, how would I go about doing this?
Also, when I experimentally edited a mere couple of augmentations out of the mod the special 'F' loading screen reverted... what's that all about?
Any input on removing the annoying boss augmentation is appreciated, I have the save and need to finished the video for my viewers.
Re: FTL Captain's Edition 1.084
Posted: Wed Jan 08, 2014 1:38 am
by ikeelyou300
The Final Boss is not OP because of the combat augment addition. It randomly turns off systems so it won't always be your cloak that is shut off. Yu can jump asay even and it will be different the next time.
Re: FTL Captain's Edition 1.084
Posted: Wed Jan 08, 2014 6:36 am
by ikeelyou300
So I found out a little more about the boss artillery. It appears that the max power of the last artillery takes precedent over all the other artillery pieces. But if you use the "limit" function the artillery will all stick where they're supposed to. So an example:
Artillery 1: 6 power
Artillery 2: 6 power
Artillery 3: 6 power
Artillery 4: 6 power
Artillery 5: 3 power
All of the artillery will have 3 power. But if you use the limit function to limit artillery by 3, it will apply to all the artillery and they will end up:
Artillery 1: 3 power
Artillery 2: 3 power
Artillery 3: 3 power
Artillery 4: 3 power
Artillery 5: 0 power
So now they are all the same except for Artillery 5. This is the way to limit the Fleet Artillery and still keep everything the same. But it can be used for other things I think. If you do the math you can also probably get the artillery to work on stage 2 or stage 3.
Also, I put the 5th artillery in an invincible room in the middle of the engine room so that the engine icon covers up the artillery. I would put it in the room, but it messes up the path finding and so the rebel crew will never repair it and you can teleport into the room without anyone stopping you.
Re: FTL Captain's Edition 1.084
Posted: Wed Jan 08, 2014 7:29 am
by Estel
Sleeper Service wrote:I actually tested this a while ago. Turned out forcing blue options this way is not possible. If an event just has blue options, than it will not be displayed. If the event also has a white option, then it will appear alongside, which allows the player to get around the intended outcome.
It still allows creation of interesting things, further expanding SE part of CE - for example, it could have a chances for both positive and negative outcomes, so players feeling adventorous would choose it even if "white" continue appears.
/Estel
Re: FTL Captain's Edition 1.084
Posted: Wed Jan 08, 2014 8:18 am
by Mr. Mister
One question though, sleepy, as I haven't had the opportunity to test it: just like with vanilla hacking events, it's still possible to resist (maybe chance-based) enemy combat augment usage if you have an effector equipped, right?