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Re: FTL Captain's Edition 1.092
Posted: Wed Jan 29, 2014 5:58 pm
by time87
Hello Guys,
Actually I'm not used to post comments but this game and this awsome mod will make the exception.
I'm rather a (hardcore) gamer and this is the game I always come back sooner or later. You live so many adventures at each run and you always discover something new. You (and all the moder who worked on it) made this game really better.
So in short,
Keep at it! I'm really supportive in what you are doing.
Time
Re: FTL Captain's Edition 1.092
Posted: Wed Jan 29, 2014 8:40 pm
by English Narwhal
Sleeper Service wrote:Mr. Mister wrote: and the battle layer is awesome.
Agreed.

I love the part when it become really tranquilly and the synth piano kicks in. Hand to hand combat and all the explosions suddenly appear louder and all seems really dramatic. Always give the impression that it's some really decisive point in the battle, or a moment when everyone is suddenly contemplating how horrible this whole mission is going.
Check out
http://www.jamendo.com if you want to hear more from the artists.
In that line of thought, I wouldn't mind composing music for Captain's Edition
Re: FTL Captain's Edition 1.092
Posted: Wed Jan 29, 2014 8:50 pm
by Mr. Mister
Entered my first AI Overrun sector. Man is it an intense sector, as the music proves.
Two things though: You should maybe enable a (very) few standard nebulae among the nanocloud events, just so that if you're in the middle of a nano-cloud cluster and can't jump directly to a clear beacon and have been reduced to 1 HP, the odds of dying on the next jump aren't 100%.
And second: An AI holostation resisted 14 CONSECUTIVE ion blasts, forcing me to jump away before it fired a beam when it eventually got its weapon fire synched and through my shields. This resulted in me being in the situation I described above; I think I'll edit my continue.sav to give me just one more HP so that I have a chance of exiting from the nanocloud cluster, because that ion resisting was pure bullshit.
I also found two more battles missing the combat aug application: One is the slug station that you can pay 30 scrap for 10 repair but afterwards ripps you off repairing less and you can engage. Try Ctrl+Ffing "outrageous". The other is an auto-scout defending a station, in a nebula too, where without functuioning sensors you can't know what's in the station.
Man I'm loving this run: Auto-Laser MkI, Auto-Beam, Ion Blast MkII and Asteria Missile, combined with a Shield Disruptor (Ion Field?) and an Internal Generator. Once I get my hands on another combat augment, I'll be unstoppeable.
Re: FTL Captain's Edition 1.092
Posted: Wed Jan 29, 2014 9:29 pm
by slowriderxcorps
Mr. Mister wrote:And second: An AI holostation resisted 14 CONSECUTIVE ion blasts, forcing me to jump away before it fired a beam when it eventually got its weapon fire synched and through my shields. This resulted in me being in the situation I described above; I think I'll edit my continue.sav to give me just one more HP so that I have a chance of exiting from the nanocloud cluster, because that ion resisting was pure bullshit.
I think you can blame me for that.. as part of the last changes to the mod of mine and its patch, there were the augment changes. One of them, however, was to buff the Reverse Ion Field to have a 50% chance of working, but make it so it cannot stack and is broken down into scrap if you get multiple of them. As it seems from what you've just said, the enemy doesn't seem to care at all about whether an augment is allowed to stack or not and makes them do so anyway.
That's been reversed now, at least on the CE patch. Sorry about that.
Re: FTL Captain's Edition 1.092
Posted: Wed Jan 29, 2014 9:42 pm
by Mr. Mister
slowriderxcorps wrote:Mr. Mister wrote:And second: An AI holostation resisted 14 CONSECUTIVE ion blasts, forcing me to jump away before it fired a beam when it eventually got its weapon fire synched and through my shields. This resulted in me being in the situation I described above; I think I'll edit my continue.sav to give me just one more HP so that I have a chance of exiting from the nanocloud cluster, because that ion resisting was pure bullshit.
I think you can blame me for that.. as part of the last changes to the mod of mine and its patch, there were the augment changes. One of them, however, was to buff the Reverse Ion Field to have a 50% chance of working, but make it so it cannot stack and is broken down into scrap if you get multiple of them. As it seems from what you've just said, the enemy doesn't seem to care at all about whether an augment is allowed to stack or not and makes them do so anyway.
That's been reversed now, at least on the CE patch. Sorry about that.
Hey, maybe it didn't stack and I was just very, VERY unlucky. Buffing the Reverse Ion Field to 50% seems like a good idea to me, so try testing if it enemies can actually spawn with multiple instances of it and stack it.
Re: FTL Captain's Edition 1.092
Posted: Wed Jan 29, 2014 10:26 pm
by MightyKebab
Mr. Mister wrote:Entered my first AI Overrun sector. Man is it an intense sector, as the music proves.
Two things though: You should maybe enable a (very) few standard nebulae among the nanocloud events, just so that if you're in the middle of a nano-cloud cluster and can't jump directly to a clear beacon and have been reduced to 1 HP, the odds of dying on the next jump aren't 100%.
And second: An AI holostation resisted 14 CONSECUTIVE ion blasts, forcing me to jump away before it fired a beam when it eventually got its weapon fire synched and through my shields. This resulted in me being in the situation I described above; I think I'll edit my continue.sav to give me just one more HP so that I have a chance of exiting from the nanocloud cluster, because that ion resisting was pure bullshit.
I also found two more battles missing the combat aug application: One is the slug station that you can pay 30 scrap for 10 repair but afterwards ripps you off repairing less and you can engage. Try Ctrl+Ffing "outrageous". The other is an auto-scout defending a station, in a nebula too, where without functuioning sensors you can't know what's in the station.
Man I'm loving this run: Auto-Laser MkI, Auto-Beam, Ion Blast MkII and Asteria Missile, combined with a Shield Disruptor (Ion Field?) and an Internal Generator. Once I get my hands on another combat augment, I'll be unstoppeable.
Same here, I found an event like that aswell. Had Radiation Projector and couldnt use it on the vanilla event where a rebel ship waits for you "despite the harsh conditions" in the nebula.
Re: FTL Captain's Edition 1.092
Posted: Thu Jan 30, 2014 3:24 am
by greengargoyle
Hey! It's me! A new dude. I am lovin the videos of your awesome lookin mod! It looks absolutely fantastic. But, I cant really play it. >.> I am a noob with computers and don't know how to change .torrent files into .ftl files, the second option for downloading is just NOT working for me, as i have been trying to get it to work for a loooooooooong time. 10 0s. The idrive download option is expired. But a question. does the file, when you download it, always require the administrator password to run to get the .ftl file?
Re: FTL Captain's Edition 1.092
Posted: Thu Jan 30, 2014 5:17 am
by Estel
As for .torrent files, you may want to use your favorite browser (duckduckgo.com, google.com), and search for "bittorrent tutorial". Basically, .torrent file you have downloaded is not the mod - it is signature file, that allow you downloading final file from peer-to-peer network (the thing that is associated with illegal music and movies download in media, but, in fact, can also be used to legally share files - like Captain's Edition).
What do you mean by "secondary download option doesn't work for me"? What exactly isn't working?
If, despite following my suggestions (searching for tutorial, reading it), you still can't manage to get mod, it may be good idea to ask someone (friend, family) - who is more knowledgeable about "computers" - for some help. It may be very hard to explain it via FTL forum, as it might require explaining many "layers" of basic knowledge - and we don't know your exact level of knowledge (or lack of).
I hope you will manage to get it working, as it is worth it
/Estel
Re: FTL Captain's Edition 1.092
Posted: Thu Jan 30, 2014 2:20 pm
by Delphi
I recently did some runs with the Zoltan ships, and I noticed, that I never had any special outcome for conversing with the zoltans, even when I used every posibility to converse with them. Perhaps the RNG hates me, but this seems pretty odd, since I got a lot of events from all the other races. Did anybody else get Zoltan events? If no, could you check again, if these events are in fact activated?
Re: FTL Captain's Edition 1.092
Posted: Thu Jan 30, 2014 2:58 pm
by Mr. Mister
The "need to take possesion of an enemy ship intact" event doesn't seem to react to light scatter anti-crew lasers. Make sure it reacts to all the light anti-crew laser series too, as well as the anti-bio bombs (making it react to the rest of bomb types wouldn't be appropiate though).