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Re: FTL Captain's Edition 1.092

Posted: Thu Jan 30, 2014 3:05 pm
by Sleeper Service
Yes, seems some changes where reverted when I copied in the spell checked files :? So these outcomes will finally be integrated in the next version.

Re: FTL Captain's Edition 1.092

Posted: Thu Jan 30, 2014 3:36 pm
by Kartoffelr
Something is not right with the room layout of this Rebel Interceptor. There seems to be a connection between the O2 room and the empty room before the engines.
991.jpg
99.jpg

Re: FTL Captain's Edition 1.092

Posted: Thu Jan 30, 2014 7:05 pm
by Kartoffelr
Asi said, they seem to have a shortcut between the O2 system room and the down-second-from-left room.

Re: FTL Captain's Edition 1.092

Posted: Thu Jan 30, 2014 9:46 pm
by Mr. Mister
Someone posted on reddit an auto-satellite cloaking in an ice field.

http://www.reddit.com/r/ftlgame/comment ... _captains/

There seems to be an extra space or something on the Lockdown I's small name.

Re: FTL Captain's Edition 1.092

Posted: Fri Jan 31, 2014 4:53 pm
by Mr. Mister
Yo, double-posting and all that.

If you watch Biohazard's latest video, you can see that there's something fishy going on when the doors get hacked at the third flagship phase: he loses control of them allright, but they remain lv2 in terms of intruder retention.

EDIT: Also, I just thought of something: the AI ships in the AI overrun sectors, and specially those inside the nanocloud, are supposed to be integrating and assimilating parts of the ships they destroyed, right? Then I guess RAD-82's Frankenstein model would be quite fitting. I've been trying to think of a way to integrate it for some time, but only now did this occur to me.

Re: FTL Captain's Edition 1.092

Posted: Fri Jan 31, 2014 10:25 pm
by The Captain
And yet more spelling/grammar/usage stuff:

'A ship with pirate markings hails you,* "Hello, Captain. ... The bounty on your crew is substantial,** hand one of your crewman over*** and we'll share it." ' - 1) replace comma with either period or colon; 2) replace comma with period and capitalize "Hand"; 3) add comma after "over."

"An especially well-armed pirate ship approaches you. Hand over one of your crew members* and the rest of you can go free unharmed." - add comma after "members."

'The Engi crew member is very concerned about his home sectors.* "Information on current situation available?**" ' - 1) I think "sectors" should be singular (or is there more than one Engi home sector?); 2) not a complete sentence, which isn't necessarily a big deal if intended; to enhance, how about: "Information on current situation available: yes/no?"

"The human* is nowhere to be found. The computer informs you that The** crewman is relaxing ...." - 1) I wrote down lower case "h," and I'm wondering now if that's accurate; if so, are we capitalizing species? 2) lower case "the."

2nd box (crewman troubled); ' "Is it that obvious? ... It's this sector, Captain. I lost someone who is very dear to me here*. ... The orbital I was on was raided by slavers several time**. Honestly?*** It was always my dream**** to return here with a fully militarized***** warship." ' - 1) I don't think "here" sounds right at the end; maybe move it after "someone," or begin the sentence with it, or maybe remove it, as he's already said "this sector"?; 2) times; 3) replace question mark with comma, lower case "it"; 4) "wish" seems better than "dream," but maybe that's just me; 5) I would use "armed" instead of "militarized."

"Automated re-fueling* complete." - refueling

'Shortly before you jump in* the computer already** warns you of mines ahead. A Rock military ship sends a long range hail,*** "This area is off-limits**** ..." ' - 1) comma after "in"; 2) "already" seems wrong, but perhaps because "before" seems wrong (when you're in hyperspace, I don't think sensors can detect real space); how about: "Shortly after you jump in, the computer is already warning you ...."

Next box: "You try to maneuver out of the field* but the Rock minelayer intercepts you** and you cannot avoid...." - add commas after "field" and "intercepts you," or maybe period after "intercepts you" and start new sentence "You cannot ...."

Human seeks revenge chat quest: "You arrive at the presumed location of the slaver's* hideout.** Which is, actually, nowhere to be found." - 1) slavers'; 2) replace period with comma, then lower case "which."

Next: 'Your crewman takes a look at the system map. "There were always rumors .... within the atmosphere of this gas-giant*." ' - gas giant.

Option of above: 1. Get us into orbit. Let's take down some slaver's*." - slavers

Re: FTL Captain's Edition 1.094

Posted: Sat Feb 01, 2014 1:45 am
by Sleeper Service
Update 1.094 is here.

The biggest innovation this time are the global surrender options for the player. You can now surrender in pretty much every situation where it seems logical. Well not during the fight of course, but you know what I mean, right? :D

This covers mostly "HOSTILE_" events, encounters when you otherwise would have no other chance than to fight. If you actively attack your opponent ("Try to be the hero. Attack the Pirate.") then you cant surrender, obviously. I actually quickly went through all events with hostile and hand placed the options, so they sometimes will be really situational.

Example:
Captain Knights, the well known pirate, will attack you regardless if you accept or decline his challenge for a fight to the death. If you accept you obviously want to fight, so you don't get a surrender option. If you say no to his challenge and then get attacked, you'll get the chance to offer a surrender.

I did not check all the flavour texts for this, but I removed some that obviously wouldn't fit (Demented Zoltan, no negotiating with these guys). If you come across a situation where the chance to surrender seems out of place, then feel free to post that here.

As another general rule, you can only surrender to enemies that are sentient, prone to reason and not your sworn enemies. In some events you can't surrender cause you just seriously pissed someone off. This covers all the combined boarder-and-ship events. If you are already engaged in melee with your opponent, then there is no time to negotiate. And of course you can never surrender to Rebels or Auto ships. AI crew will negotiate.

There is quite a lot of hidden variables in the surrender events. The offer you make has a profound effect on you chances of getting out of the fight. The opponents faction also factors into this a whole lot. As always I leave this for you to explore. Have fun begging for your life. :D

There are also some global Zoltan ship options now. Conversation outcomes have been extended again. Quite a few new general events have been added across various sector. Ah yes, and some early changes dealt with the Crystal Shard augment, which has been empowered quite a bit. Might allow interesting tactics, if you have a way to repair your hull.

The Basilisk got a Clone-Lab now, apart from that nothing change in the player ship addon.



1.094
- The player con now offer surrender in a lot of hostile encounters
- Player surrenders can have a great range of outcomes, depending on offer made and the opponents faction
- Wretched Captains can now continue the attack even after accepting an enemies surrender
- Captains of Slug ships can open fire on previously defeated enemies without penalties
- Captains of Zoltan ships can use diplomacy to avoid combat with less aggressive factions
- Captains of Zoltan ships can now negotiate more favourable deals when enemies surrender
- Some stores in Pirate Sectors are no longer as save as they used to be
- Accepting enemy surrender should now prevent the opponent from firing artillery
- During nebula fleet encounters, you might be engaged by Rebel cruisers and spotters now
- Various fixes to prevent your ship (especially sensors) from being permanently effected by new hazzards
- Implemented a global system reset on all empty beacons as safeguard against permanent system disruption
- A few new events across various sectors added
- Mining options for beam drones added
- Special conversation outcomes for Zoltan finally implemented
- A few more special conversation outcomes added
- Global likelihood of special conversation outcomes slightly lowered
- Crystal sector start beacon now also counts as an empty beacon
- Crystal Lockdown Blast uses blue projectiles now
- Crystal Lockdown Blast names shortened
- Crystal Shard augment reworked
- Crystal Shard augment is now available for purchase in Crystal sectors
- Crystal Shard Barge is now only equipped with two shards
- Player Big Bomb fuse time corrected
- On-Board Assembly Line cost reduced
- Heavy Defense Drone projectile speed increased
- Another attempt on having the flagship correctly shut down Oxygen and Medbay in phase three...
- Flagship Effector is using the "limit" tag to disrupt your door system now, probably works better
- Rebel Interceptor doors fixed
- Auto satellites in icefields will have their cloaking disabled as intended now (?)
- Despite the harsh conditions, combataugs work during the plasma storm Rebel encounter now
- QUEST_CREWDEAD now has blue options for pretty much any dedicated crew killing equipment
- Some typos fixed, but there are always more of course
- CE Player Ship Addon updated

Re: FTL Captain's Edition 1.094

Posted: Sat Feb 01, 2014 2:08 am
by The Captain
Sleeper Service wrote:- CE Player Ship Addon updated
Hey, Sleepy, first post needs updating - still says 1.092 (edit: though download is for 1.094).

Re: FTL Captain's Edition 1.094

Posted: Sat Feb 01, 2014 7:09 am
by sign1000
How do you "delete" the *.bak files??? Do you mean the name extension of "*.bak"?? :(

Re: FTL Captain's Edition 1.094

Posted: Sat Feb 01, 2014 9:24 am
by MightyKebab
Sleeper Service wrote:Update 1.094 is here.

The biggest innovation this time are the global surrender options for the player. You can now surrender in pretty much every situation where it seems logical. Well not during the fight of course, but you know what I mean, right? :D

This covers mostly "HOSTILE_" events, encounters when you otherwise would have no other chance than to fight. If you actively attack your opponent ("Try to be the hero. Attack the Pirate.") then you cant surrender, obviously. I actually quickly went through all events with hostile and hand placed the options, so they sometimes will be really situational.

Example:
Captain Knights, the well known pirate, will attack you regardless if you accept or decline his challenge for a fight to the death. If you accept you obviously want to fight, so you don't get a surrender option. If you say no to his challenge and then get attacked, you'll get the chance to offer a surrender.

I did not check all the flavour texts for this, but I removed some that obviously wouldn't fit (Demented Zoltan, no negotiating with these guys). If you come across a situation where the chance to surrender seems out of place, then feel free to post that here.

As another general rule, you can only surrender to enemies that are sentient, prone to reason and not your sworn enemies. In some events you can't surrender cause you just seriously pissed someone off. This covers all the combined boarder-and-ship events. If you are already engaged in melee with your opponent, then there is no time to negotiate. And of course you can never surrender to Rebels or Auto ships. AI crew will negotiate.

There is quite a lot of hidden variables in the surrender events. The offer you make has a profound effect on you chances of getting out of the fight. The opponents faction also factors into this a whole lot. As always I leave this for you to explore. Have fun begging for your life. :D

There are also some global Zoltan ship options now. Conversation outcomes have been extended again. Quite a few new general events have been added across various sector. Ah yes, and some early changes dealt with the Crystal Shard augment, which has been empowered quite a bit. Might allow interesting tactics, if you have a way to repair your hull.

The Basilisk got a Clone-Lab now, apart from that nothing change in the player ship addon.



1.094
- The player con now offer surrender in a lot of hostile encounters
- Player surrenders can have a great range of outcomes, depending on offer made and the opponents faction
- Wretched Captains can now continue the attack even after accepting an enemies surrender
- Captains of Slug ships can open fire on previously defeated enemies without penalties
- Captains of Zoltan ships can use diplomacy to avoid combat with less aggressive factions
- Captains of Zoltan ships can now negotiate more favourable deals when enemies surrender
- Some stores in Pirate Sectors are no longer as save as they used to be
- Accepting enemy surrender should now prevent the opponent from firing artillery
- During nebula fleet encounters, you might be engaged by Rebel cruisers and spotters now
- Various fixes to prevent your ship (especially sensors) from being permanently effected by new hazzards
- Implemented a global system reset on all empty beacons as safeguard against permanent system disruption
- A few new events across various sectors added
- Mining options for beam drones added
- Special conversation outcomes for Zoltan finally implemented
- A few more special conversation outcomes added
- Global likelihood of special conversation outcomes slightly lowered
- Crystal sector start beacon now also counts as an empty beacon
- Crystal Lockdown Blast uses blue projectiles now
- Crystal Lockdown Blast names shortened
- Crystal Shard augment reworked
- Crystal Shard augment is now available for purchase in Crystal sectors
- Crystal Shard Barge is now only equipped with two shards
- Player Big Bomb fuse time corrected
- On-Board Assembly Line cost reduced
- Heavy Defense Drone projectile speed increased
- Another attempt on having the flagship correctly shut down Oxygen and Medbay in phase three...
- Flagship Effector is using the "limit" tag to disrupt your door system now, probably works better
- Rebel Interceptor doors fixed
- Auto satellites in icefields will have their cloaking disabled as intended now (?)
- Despite the harsh conditions, combataugs work during the plasma storm Rebel encounter now
- QUEST_CREWDEAD now has blue options for pretty much any dedicated crew killing equipment
- Some typos fixed, but there are always more of course
- CE Player Ship Addon updated

Uh oh, got a surrender bug already!


In a Zoltan sector, I came across the "Have your zoltan present the documentation fee" event and chose to talk my way in. So a ship attacks me, and a bunch of zoltans beam on. I use my Zoltan perks to make "peace" with the pursuing ship. It succeeds, but the intruders still beam on the ship and attack me.



EDIT: Also found something else:

Image



Why place a Shields Computer in middle of the room? Is it how it's meant to be or was it unintended?


EDIT 2: Placing a link for the pic if people can't see it entirely : http://steamcommunity.com/sharedfiles/f ... =223133529