FTL Captains Edition: Call for Events/Textlists

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snowhusky5
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Joined: Tue Jan 01, 2013 10:25 pm

Re: FTL Captains Edition: Call for Events/Textlists

Post by snowhusky5 »

aaaaaa50 wrote:
snowhusky5 wrote:TL;DR I think it's strange how, if you get it, you always pick from rock, mantis, engi when you kill the crew of a slave ship, and never the other 3 (normal) races
That's because, with the system the devs used, making it work that way would mean making a separate script for each combination, and modding it in means a really big chance that one of the chances would have an error and maybe crash the game.
I figured it would be something like that. Could you just make 1 additional script, with the slug/zoltan/human combo? Like I said above, this combo would probably have to be rarer than the default one, since slugs and zoltans are rare
mr silencer
Posts: 53
Joined: Sun Jul 14, 2013 3:34 am

Re: FTL Captains Edition: Call for Events/Textlists

Post by mr silencer »

well I do have an idea. it should be moderately new in mod development. it has a weird name




(Idea) sry to take a post spot (zombie idea)
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snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

Re: FTL Captains Edition: Call for Events/Textlists

Post by snowhusky5 »

mr silencer wrote:well I do have an idea. it should be moderately new in mod development. it has a weird name




(Idea) sry to take a post spot (zombie idea)
Details please?
mr silencer
Posts: 53
Joined: Sun Jul 14, 2013 3:34 am

Re: FTL Captains Edition: Call for Events/Textlists

Post by mr silencer »

no thats the title of the post it should be a few options down from this one
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Torchwood202
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Re: FTL Captains Edition: Call for Events/Textlists

Post by Torchwood202 »

Bump!
DaElusiveCheese
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Re: FTL Captains Edition: Call for Events/Textlists

Post by DaElusiveCheese »

Are suggestions still being taken?
Im too lazy to make a signature.
agigabyte
Posts: 547
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Re: FTL Captains Edition: Call for Events/Textlists

Post by agigabyte »

Location: Uncharted sector

Your sensors detect a planet with large amounts of scrap on it, your first officer suggests that you take an away team down there.

1. It would take too long. (Leave)

2. Go down there.

2a. While you are down there one of your crew screams, saying: "What the H*** are you?!" When you get there you see a statue of an angel that seems to be crying, when you blink it comes closer and outstretches its arm.

2b. You get some scrap and leave. (Medium scrap)

1. Shoot it.

2. Beam up.

1a. Your weapons fire does nothing and it teleports over to one of your crewmembers who vanishes in a flash of light. Your OPS officer beams you up, and you place a warning beacon. (Lose Two crewmembers)

1b. You manage to kill it and your crewmember reappears, refusing to talk about what happened, and you beam the already mined scrap. (Low scrap)

2a. You get out of there with the scrap. (Low/Medium Scrap, lose a crewmember)

2b. The angel appears on the ship and sends you all back in time, you place a warning beacon and move on. (Lose a crew, Rebel fleet delayed 10 turns so you can do more stuff.)
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Sleeper Service
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Re: FTL Captains Edition: Call for Events/Textlists

Post by Sleeper Service »

DaElusiveCheese wrote:Are suggestions still being taken?
Yep checking the thread regularly. Died down a little though...
There is also this call for sector names now...
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: FTL Captains Edition: Call for Events/Textlists

Post by agigabyte »

Sleeper Service wrote:
Yep checking the thread regularly. Died down a little though...
There is also this call for sector names now...
Do you like mine?
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Sleeper Service
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Re: FTL Captains Edition: Call for Events/Textlists

Post by Sleeper Service »

I generally don't comment on the suggestions. An outline of what kind of events the project is looking for can be found in the OP.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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