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Re: FTL Captain's Edition 1.09

Posted: Sat Jan 18, 2014 7:29 pm
by ikeelyou300
Yeah I tried everything to get the boss to use more drones. Giving it more than 4 drone slots doesn't work. Does it work with other ships? I didn't know that.

Yeah, I just thought about the fact that you can't change the boarding AI. So it's either always invasion or sabotage. If it was invasion without the AI event they just do what they do anyway and board you. Leaving Mr. laser all by his lonesome usually. And if you changed it to sabotage then the entire crew would voluntarily suffocate, lol. I wish you could change the boarding AI with an event.
So on that note, you might even be able to say in the text that the crew abandons ship, only a couple brave souls stay behind to manually activate the AI takeover protocols. Or something...

I thought being able to delay the Rebel fleet for 2-3 turns was a really good incentive to keep mine launchers around, despite a high ammo cost. But maybe because most people wouldnt have that many missiles stockpiled the first time it should be just 5 missiles and a 2 turn delay. You could even say that it will take approximately 2-3 jumps for the rebel fleet to navigate the minefield. That was just my idea though. Making the minefield cost less missiles is another good alternative for a 1 turn delay though. I just thought it was weird having a minefield with 2 or 3 mines, but I guess not everything in this game makes sense does it...

Well the custom backgrounds idea was worth a shot... :roll:
Would love to see the mantis fleet in one of the backgrounds at some point.

Lastly, the flagship still uses augments on the third state right? Maybe you should just give it a random possibility of hacking your systems in every stage...

Re: FTL Captain's Edition 1.09

Posted: Sat Jan 18, 2014 7:52 pm
by KJ4VOV
I'm noticing a bug that seems to have just crept into my game... missing post-event text messages. A couple of times now I've had battles that end with no text message, and just went through manually searching wreckage in an ion storm that ended with no text but I'd suddenly lost a crewman.

I have no idea if this is a bug introduced when I edited all that text, or if it's the CE for Player's Ships addon that I also updated (from 1.08 to 1.089) this morning.

Re: FTL Captain's Edition 1.09b

Posted: Sat Jan 18, 2014 8:19 pm
by Sleeper Service
This particular event list has not been changed by CE, but its also unlikely that the player ship addon caused this. Does this happen for other people as well?

1.09b
- Bugs fixed, Mantis are proper Mantis again
- Additional drones from phase two of the boss fight removed again
- Boss can now also hack door systems with its Internal Effector augment

Re: FTL Captain's Edition 1.09b

Posted: Sat Jan 18, 2014 8:42 pm
by A Flaming Pineapple
Ive got a small question. Should i treat focus beams like a laser since they can only hit one room? Im not really sure how i should use them.

Re: FTL Captain's Edition 1.09b

Posted: Sat Jan 18, 2014 9:52 pm
by KJ4VOV
A Flaming Pineapple wrote:Ive got a small question. Should i treat focus beams like a laser since they can only hit one room? Im not really sure how i should use them.
Pretty much. They're actually beams with a really, really tiny beam length, so for all intents and purposes they act like lasers that you have to aim twice (once for the start point, then again for the end point). My only issue with them is that a lot of the beams have notes telling that they get reduced by one for every shield they have to penetrate, but only do one damage, which means they're basically ineffective against shields unless the shields are partially down. I think such beams should be bumped up a half a point, to 1.5 damage, so that even if they hit a single shield they still do a little damage.

Re: FTL Captain's Edition 1.09b

Posted: Sat Jan 18, 2014 10:38 pm
by Estel
KJ4VOV wrote:
A Flaming Pineapple wrote: I think such beams should be bumped up a half a point, to 1.5 damage, so that even if they hit a single shield they still do a little damage.
I beg to differ. Currently, they're super-fast lasers (easy to time, when enemy shield is down), that never hit drone/rocket/laser getting into their line of fire, and never misses. So, kind of super-reliable lasers.

It think that this in itself is enough of a feat, and if every beam - including auto focus beam, that shots every 6 seconds - would ignore 1 shield, it would be totally OP. And would make pierce heavy lasers obsolete. Not to mention poor artillery laser...

/Estel

Re: FTL Captain's Edition 1.09b

Posted: Sun Jan 19, 2014 2:20 am
by KJ4VOV
Another oddity:

Talked with my human crew and he tells of a secret Fed base. Sets the quest marker. Get to the marker and get the text saying you see it being bombarded and... nothing. That's it. Empty sector, no ships, no base, nothing happens.

Re: FTL Captain's Edition 1.09b

Posted: Sun Jan 19, 2014 9:56 am
by Mr. Mister
So on that note, you might even be able to say in the text that the crew abandons ship, only a couple brave souls stay behind to manually activate the AI takeover protocols. Or something...
What if it's just the rebelling AI that keeps beaming them back so they suffocate and it can get fully activated?

EDIT: Another thing: saw a video from the 12th where the Slug hacker station ("get in attack vector") disables 3 bars of your shields. THing is, it also disables medbay, which isn't referred to in the event text, and might something you forgot to remove frtom the event effects.

Re: FTL Captain's Edition 1.09c

Posted: Sun Jan 19, 2014 2:12 pm
by Sleeper Service
Sorry for the usual staccato of fixes. There might still be some more spell-check related stuff to clean up.

1.09c
- Various Federation related event transitions fixed

Re: FTL Captain's Edition 1.09c

Posted: Sun Jan 19, 2014 4:57 pm
by KJ4VOV
Sleeper Service wrote:Sorry for the usual staccato of fixes. There might still be some more spell-check related stuff to clean up.

1.09c
- Various Federation related event transitions fixed
My bad on this one... :oops:

What seems to have happened is that, even though I know better and was watching out for it, my Search & Replace function of my editor did not have the "Match case" box ticked a couple of times while editing, and screwed up the capitalization of a bunch of event tags, which made them essentially missing as far as the mod is concerned (a tag of "FEDERATION_STUFF" is seen differently than a tag of "Federation_STUFF").

I can only plead that at several points during the editing I was pushing myself a little too hard and got sloppy, and I beg for forgiveness. :(


(Please don't push me out the airlock... please?) ;)