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Re: FTL Captain's Edition 1.095b
Posted: Mon Feb 03, 2014 3:37 pm
by Delphi
I think I ran into a small bug with the engineering system. I bought a scrap recovery arm at a shop, and on an empty beacon I got the option to build another arm, which was described as scrap recovery in the flavour text. But after choosing this option I ended up with a shield charge booster instead. I guess the outcome for this event just gives the player the wrong aug. This was on 1.095 though, perhaps it´s already fixed in 1.095b. I will try this asap

Re: FTL Captain's Edition 1.095b
Posted: Mon Feb 03, 2014 8:19 pm
by Delphi
Oh by the way: Is there anything that can be done to make nebula exit beacons less of a waste of an opportunity?

Re: FTL Captain's Edition 1.095b
Posted: Mon Feb 03, 2014 8:42 pm
by Estel
Kartoffelr wrote:What is a "Testrel"?
It is a purposely super-OP ship (based on Kestrel) that Sleeper use for testing purposes. From time to time, it "sneaks" out and goes to trip into released version of CE&friends. Until Sleepy catches him and banish into testing plane, again.
/Estel
Re: FTL Captain's Edition 1.095b
Posted: Mon Feb 03, 2014 8:48 pm
by Kartoffelr
Estel wrote:Kartoffelr wrote:What is a "Testrel"?
It is a purposely super-OP ship (based on Kestrel) that Sleeper use for testing purposes. From time to time, it "sneaks" out and goes to trip into released version of CE&friends. Until Sleepy catches him and banish into testing plane, again.
/Estel
I still have the 1.095 version but i can't find this ship

Re: FTL Captain's Edition 1.095b
Posted: Mon Feb 03, 2014 10:22 pm
by Acceleratio
Delphi wrote:Oh by the way: Is there anything that can be done to make nebula exit beacons less of a waste of an opportunity?

Oh yes! That would be lovely! I heard that was fixed in another mod already
Re: FTL Captain's Edition 1.095b
Posted: Mon Feb 03, 2014 10:42 pm
by Sleeper Service
Delphi wrote:Oh by the way: Is there anything that can be done to make nebula exit beacons less of a waste of an opportunity?

There certainly is, but there is also a developer comment in the files that says calling a list from this event resulted in some odd behaviour. So I did not try messing around with it so far. Might still happen.
Kartoffelr wrote:I still have the 1.095 version but i can't find this ship

Player ship addon will override the ship. You wouldn't have had much fun I'd assume, I think it had a pretty odd load-out equipped.
More engineering options. Engi A and B now also have some from the start. The Improved Internal AI (aka Drone Reactor Booster) provides some pretty broad drone construction options. Even other ships might consider getting it from time to time now, boosted System Repair Drones can be really handy. Some other augments provide new options as well now.
1.095c
- A few enemies can deploy Recon Drones now, purely for flavour
- Scrap Arm engineering option has the crew produce what they are told now
- New engineering options added
- Drone Reactor Booster renamed to "Improved Internal AI", for coherency reasons
- Pharmaceuticals no longer sell good in civilian sectors
- Player Ship Addon updated
Re: FTL Captain's Edition 1.095c
Posted: Mon Feb 03, 2014 11:34 pm
by The Captain
Dang, I can't keep up with these updates!
And thick and fast they came at last,
And more, and more, and more
Re: FTL Captain's Edition 1.095b
Posted: Tue Feb 04, 2014 12:39 am
by doomeater54
Sleeper Service wrote:
Player ship addon will override the ship. You wouldn't have had much fun I'd assume, I think it had a pretty odd load-out equipped.
that's odd I have the most recent player ship addon installed but I still have that ship. was very strange seeing it for the first time.
so why is it still there if I have the addon installed?
Re: FTL Captain's Edition 1.095d
Posted: Tue Feb 04, 2014 1:31 am
by Sleeper Service
I will be there if you load the player ship addon before CE. I also managed to forget removing it once more right away.

This time with dysfunctional shield projectors...
1.095d
- Dammit Testrel, leave us alone!
Re: FTL Captain's Edition 1.095d
Posted: Tue Feb 04, 2014 7:32 am
by Mr. Mister
Scout Drones, eh? Why not give some to the 1st stage Flagship, just so the drone system doesn't sit around doing nothin'?
And while we're at it, you could try to standarise its engine power across all three stages, but disabling the necessary bars on the first and maybe second stage. Just for flavour reasons, again.