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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Tue Mar 04, 2014 9:07 am
by Russian Rockman
Arctanas wrote:I've played through quite a few times with Captain Edition + Infinite and I thought Infinite was meant to be Infinite? After about 20 jumps into the unknown it somehow throws me at the boss after that, I can't see to explore infinitely haha. Is this a bug or meant to be?

If you want, as an added safety, maybe you could add one final "Warning" to the beginning of the event where you meet Admiral Tulley. It could say that you are nearing the Federation base, but can return to Deep Space and gather supplies if you want. Maybe it could even refund your 10 fuel if you choose to go back to Deep Space. If you choose to continue that's it, you fight the Boss, Game Over. If you choose to go back to Deep Space you can return to The Last Stand at any time, but will never get to talk to Tulley unless you choose to continue. Thus no "time travel."
This could also maybe be some way to warn people that the the enemies they face will be harder than any they've faced previously, hinting that the final Boss will be harder than normal CE.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Tue Mar 04, 2014 11:44 am
by Sleeper Service
jhmgrose wrote:I've noticed the uselessness of many augments like Long-Range Comms and Cargo Transporter. Could you shed some light on where these are supposed to be used? So far, the Cargo Transporter is redundant because I can trade goods already, and the Long-Range Comms are just unused entirely.
Odd, Long-Range Comms is cut content, no idea how you got them. They should be unavailable to the player and I don't think anyone else has ever found them.
The cargo teleporter should do exactly what the description says, it facilitate trading at stores. Your should get a blue option there, which does not cause you to loose time when trading. One of the most valuable economic augs actually.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Tue Mar 04, 2014 4:13 pm
by DoryDAs
I found that Long Range Communications Augment a few days ago, no screen grab though.
Have the homeworlds been renamed or removed completely, trying to find the mantis/slug ships.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Tue Mar 04, 2014 5:38 pm
by Mr. Mister
Homeworlds are still unique (no more than one of each kind per playthrough). It can be a bit trickier to tell them apart by their name though, but it's not that hard: they follow the same thematic as the controlled sectors, but you can tell it sounds way more ominous or HQ-sounding, or rather, less extensio/expanding-like.
You can know wether you jumped into a homeworld or not because they have different entry beacon flavour text, so you have too keep doing "Aha! So that name archetype was/n't a homeworld! Noted."
Rock homeworlds are probably the hardest ones to tell apart, but it's still doable.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Wed Mar 05, 2014 8:35 am
by Zandorum
Sometimes when I got to a Beacon I get an Event that stops me from being able to go to deep space and forces me to continue like normal FTL.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Wed Mar 05, 2014 10:32 am
by Dimni
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Wed Mar 05, 2014 2:08 pm
by Pagan_PL
Guys - THANK YOU very much! Everythings works perfect now! ( I don't known that mods on the list are "moveable")
I set the mods directly as You said and install all in one click. Sorry for my lack of knowledge

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Wed Mar 05, 2014 2:39 pm
by MightyKebab
Suggestion: (wrote it in large letters just to get attention)
My intellect has generated a new sector idea. It's called the "Shipwreck Sector", and is supposed to be classified "Hotsile".
The story is, there used to be a massive-scale battle raging through the entire sector, and after the war ended this wreckage was so big that the automated drones are still working on cleaning it up to this day.
The traits of this sector would be:
flavor-heavy events indicating battles etc.
a small amount of opportunists who have set up their own scrapyards, which means there will be cheap, low amount of fuel/missile/drone and a high chance of weapons salvaged from wrecked cruisers in a store. The store trade goods may include: Looted Bounty, FTL Beacon Parts and Industrial Goods
large amount of scrap rewards whether by enemies or custom events
opposition in this sector would be:
Asteroid fields
Ion storms in nebulas due to massive ftl overload from various cruiser wreckages
Pirates and slavers looking for easy loot
Automated hostile drones that are trying to purge the wreckage out of the sector
Lanius Scavengers looking to make a living out of the sector (After AE is released of course)
Corporate Ships employed to occupy the sector partially for their "company's best interests"
Hull damage taken on most beacons with heavy emphasis on crashing into wreckage (Rock Plating blue options may counter this)
Boarding events involving stranded war veterans
The shipwreck sector's custom name could involve something like a battle monument, or something representing a former front line.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Wed Mar 05, 2014 2:49 pm
by Russian Rockman
Perhaps the Abandoned Sector will be a bit like that "Shipwreck" idea in the Advanced Edition. I think there are some good events that could involve shipwrecks and there currently are a few, but I don't think there should be an entire Ship Graveyard sector. There could be a few shipwrecks in the Hazard Sector though. Might be interesting to see some of the husks used there also.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 06, 2014 8:09 pm
by Levgre
Have to say this mod is a disappointment so far. More balanced in some ways, but unbalances it on others. Seems the goal was to absolutely kick boarding ships in the testicles. Sector 1 drone ships with 3 attack drones, take out all my systems before I can get away(ofc it was also a solar flare, but regardless I'd have taken 50% damage), this is the first warp. Mantis ship places door control right next to oxygen, so if doors goes out from a fire your mantises have little chance to recover. Genius ship design, are Mantis that dumb? 2 mantis are hardly capable of repairing anything if the room is on fire or there is a breach.
Mantis ship A can barely squeak by on sector 1 boardings since Mantis and Rockmen are common from the start. And of course the ship has no sensors so you can't track where the enemies are on the enemy ship to take potshots to weaken. So you just have to learn AI behavior and abuse it, or guess. Why design it that way? What value does that guesswork add?
And enemies with Zoltan shields seem to be really common starting in sector 1, only way for Ship A to take the shield down for boarding is 2 lengthy missile salvos, and the Zoltan ships have multiple decent missiles/weapons so you take a lot of damage in the mean time. Oh yeah, and you might be meeting Mantis etc. anyways.
Idk, I know boarding is OP in vanilla (although I didn't play boarding much at all, I prefer shooting enemies). Maybe that's why the balance was overcompensated the other way. You don't have to intentionally screw over boarding strats however possible. Don't force boarding ships to run away and lose 40% hull in sector 1, or get an instant lose. The non-boarding ships do not have that inadequacy.