Page 127 of 658

Re: FTL Captain's Edition 1.087

Posted: Fri Jan 10, 2014 5:50 pm
by The Captain
Some chat notes, and one other:

"The Mantis is contemplating on* the war effort of the swarms." - remove "on."

"The Mantis wonders if it ever will rejoin it's* former clan." - "its"; "will ever rejoin" sounds better to me, but it's not incorrect as is.

"The Engi crew member discusses some details on the current state of the shield system with you*." - move "with you" after "discusses."

"The Rockman inquires to which Federation academy you went*. It proudly informs you that it has studies ballistics ship to ship** combat for many standard years in a Rock court-school***." - 1)Very proper English, but sounds stuffy. If you think a Rockman would sound like that, OK. Otherwise, I suggest "asks which Federation academy you attended."; 2) "studied ballistic ship-to-ship"; 3) replace hyphen with space.

"While cruising around deep in Rebel space it* was only a matter of time until you jump to a properly star** system." - 1)add comma after space (if there's room); 2)is this supposed to say "properly defended star system"?

Next dialog box: "The Rebel** must be in full control.... Your 1st mate advices** you to avoid ...." - 1)"Rebels"; 2)"1st officer advises"

Re: FTL Captain's Edition 1.087

Posted: Fri Jan 10, 2014 6:16 pm
by Mr. Mister
Ideally, the PDS support of phase 1 should serve the purpose of making the "take your time to kill every weapon manner but the laser guy (you pussies) so we don't lose so much time dealing with them on phase 2" strategy. Basically, you should weigh wether to tank from one to three hits (if you're to take more you're just taking too damn long), or jump away and lose prep/interphase repair time (since otherwise the flagship will get to your base).

Actually, do you know what would be really, really cool? if each phase has its own blueprint, connect the laser and missile rooms to the rest of the ship, but ONLY on phase 3. If possible, put some textures in the new corridors so they look like vents or like they were cracked through the insides of the ship open due to damage/desperation.

EDIT: Also, correct me if I'm wrong, but when you released 1.085 you changed the thread's title to 1.086, so the next version your eleased was 1.087 directly.

Re: FTL Captain's Edition 1.087

Posted: Fri Jan 10, 2014 6:50 pm
by The Captain
I thought someone connected the boss weapon rooms with the main body, but the crew still couldn't move between the areas. The player's crew and fire could, so it turned out to make the boss easier.

Re: 1.085 vs 1.086 - the post said 1.085, but what I downloaded said 1.086.

Re: FTL Captain's Edition 1.087

Posted: Fri Jan 10, 2014 7:24 pm
by KJ4VOV
Just upgraded from 1.08 to 1.086 last night and then spent the morning today playing and could not get far beyond the threshold of sector 3 with any ship, due to an utter dearth of stores or upgrades. It seemed that no matter what I did I could not get any decent weapon upgrades for my ships. If the ship had a drone control no drones were offered in the stores and no weapons, just crew and cargo augments. If the ship didn't have a drone control then all the stores offered was drones (and no drone control augment). And finding stores...ha! Three games in a row with the stealth cruiser there was but a single store between sector 1 and sector 3. Twice it was in sector 1 (none at all in 2) and once it was in sector 2. None of my kills resulted in finding weapons, drones, or augments either.

And is it my imagination or are enemy ships powering up and jumping a lot faster than they used to? And doing it despite damage? I used to very rarely have a ship jump away on me but today I had at least two do it in every single game I played. Every game! This despite targeting engines or control cabins with every weapon (puny as they may have been with no upgrades) I had as soon as I got the report they were powering up their FTL.

Now yeah, I may have just had a really bad morning where the odds went against me, but it seems odd that it would happen right after upgrading. I'm going to upgrade to 1.087 now, but if this keeps up I may just go back to plain vanilla because there's no point playing if you can't get any upgrades.

Re: FTL Captain's Edition 1.087

Posted: Fri Jan 10, 2014 10:09 pm
by ikeelyou300
YEAAAAYYYYY!!! I hope you're happy with the way the artillery turned out Sleeper. I'm sorry you couldn't get it to work with missiles.
The Captain wrote:I thought someone connected the boss weapon rooms with the main body, but the crew still couldn't move between the areas. The player's crew and fire could, so it turned out to make the boss easier.
An idea I had was to connect the ship's weapon compartments using doors that work like the Scarab/Zoltan Mystic/Escort Duty custom ships. If you look at the model of the Flagship you'll see that there are hallways connecting the compartments to the rest of the ship so it looks like you can just go through those. Also I don't think fires can spread when they're connected that way.

The problem is the Rebel Crew is hardcoded to not repair the artillery so they still won't repair it. One way around this is to move the drone control to the center of the ship and give them a system repair drone because the system repair drones will actually repair the weapons. So then if you boarded the weapons you have to stay in those room or else the system repair drone will repair them.

I was even thinking about giving the an anti personnel drone too, but now that the fleet artillery works that not really necessary. As someone pointed out before. You can't spend time boarding the weapons and killing the entire crew anymore because of the artillery.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 12:43 am
by Mr. Mister
That would be cool, yeah: on the third stage, put a new drone control room in one of the previously empty rooms and give the ship one (or two) repair drone(s), without any offensive drone, and connect the weapons rooms. That oughta be fun.

Maybe you want that drone control to be encased though.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 12:47 am
by ikeelyou300
Mr. Mister wrote:That would be cool, yeah: on the third stage, put a new drone control room in one of the previously empty rooms and give the ship one (or two) repair drone(s), without any offensive drone, and connect the weapons rooms. That oughta be fun.

Maybe you want that drone control to be encased though.
I think you should probably have the option of being able to take out the drone control. Having drones on the third stage also helps the flagship take out fires when there is a sun.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 12:55 am
by blipadouzi
I have a question about modding, and you seem to be the most knowledgeable FTL modder I've contacted.

One thing I absolutely hate is that when an enemy ship is cloaked, my weapons stop charging.

Is there any way to change this? I mean it absolutely does not make sense.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 1:34 am
by agigabyte
blipadouzi wrote:I have a question about modding, and you seem to be the most knowledgeable FTL modder I've contacted.

One thing I absolutely hate is that when an enemy ship is cloaked, my weapons stop charging.

Is there any way to change this? I mean it absolutely does not make sense.

No, and it is for balancing.

THINK! If you think it makes no sense"It actually does in context of balance. Enemy weapons are not charging up while you are cloaked either."

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 2:13 am
by blipadouzi
agigabyte wrote: No, and it is for balancing.

THINK! If you think it makes no sense"It actually does in context of balance. Enemy weapons are not charging up while you are cloaked either."
The context of balance "could" be argued in the other direction... Use a cloaking device if you so choose, but be ready for a barrage of gunfire once it powers down ;)

In any case, I gather from your reply that it's something that is hard coded into the game and not moddable. Thanks for the reply :)