Re: FTL Captain's Edition 1.095d
Posted: Tue Feb 04, 2014 2:11 pm
The torrent has zero Seeds. Trying to seed with the mediafire DL but it won't work.
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I started seeding it. Have fun.Kartoffelr wrote:The torrent has zero Seeds. Trying to seed with the mediafire DL but it won't work.
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FTL Captain's Edition 1.095d.ftl
FTL Captains Edition 1.095d.ftl
I don't completely agree with that one.The Captain wrote:Oni Missiles description: "High-tech* cloak-missiles** launcher..." - 1) High tech; 2) launcher of cloaked missiles.
Same here, both high-tech and cloak missiles are perfectly correct in S-fi jargon (albeit, "cloaking missiles" would sound better).Mr. Mister wrote:I don't completely agree with that one.The Captain wrote:Oni Missiles description: "High-tech* cloak-missiles** launcher..." - 1) High tech; 2) launcher of cloaked missiles.
Yeah, I guess that could be there. Didn't think about that. Adding this options was kind of easy, cause almost all surrenders in the game are controlled by a single event. There might be some more custom surrenders that I missed, please let me know if you find more situations where it seemed valid to have the new option.Estel wrote:2. When you fight slaver's ship as a Zoltan, and slavers surrender, offering to "give slave for free", there is no option to negotiate more the Zoltan'ish way.
That is really strange, cause the negotiated Zoltan offer is a levelled reward, just like the actual surrender offer. I'll look into the probabilities there.Estel wrote:3. From sector 4&up, Accepting surrenders Zoltan way starts to be less than we would get by destroying ship in 90% of cases, and in about half, less than accepting *normal* surrender. While the former may be intended (?), the latter doesn't seem very logical. Not to mention the "- b missiles", when the next second we're told, that demilitarization of their ship is part of negotiation's results
Reworking of the Fed event was kind of a last minute thing, part of integrating some unique options for the Federation cruisers. (hm, not mentioned in the changelog...) Will be corrected shortly.Estel wrote:4. During most event with running into Federation's fleet detachment, there is no mention about them giving anything, yet, one of the answers is "accept supplies and move on":
Engeneering options purely depend on your equipment. So not all ships get them immediately. Zoltan A should get the options that missile weapons provide. Ill check that. I wish there would be a way to level the Zoltan shield. I kind of got semi exited about the possibility of making shield projector weapons, but it turned out that it wont work. The question stands what native meta play-style or engineering path the Zoltan ships could get. I'm not sure they need one, as the diplomacy options are kind of broad. One that focuses on their Zoltan shield would be great. Maybe Ill do some testing on that. To the Testrel!Estel wrote:5. Zoltan ship's doesn't have *any* engineering option from the beginning, at all. Is it intended?
You should get the options when you hit continue. I guess this is not obvious, but if you spend your time establishing connection with the fleet than you don't get the chance to do the other stuff. You kind of have to decide if you want the quest or your other options. Does this feel off? I try to limit the empty beacon ocasions, by implying that this is the stuff you can do when there really is nothing else to do. If it is available there, then there would stand the question why you can't do the empty beacon always, like, at a shop, or after getting any quest, or after each fight...Estel wrote:6. On first beacon of Federation sector, if we have a "long range scanner", we can re-estabilish contact with federation fleet command. For some reasons, it disables all other options, usually found on empty beacons (including first beacon) - like, producing ammo, engineering, etc. the only option is to establish contact or white "Continue". Haven't had chance to check if it looks the same without long range scanner.