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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Wed Mar 12, 2014 10:45 pm
by Russian Rockman
It's too bad you can't take away augments because then it might be possible to find an augment or be given an augment that can be used to "craft"an upgraded weapon.
It would also be a lot of work to implement upgrading if every weapon. If the upgrade costs were pretty far beyond being practice it might've been ok though. But then I just realized that there's not even a way to get rid of weapons for a player so they would just be getting an upgraded "duplicate" of another weapon... Oh well.
Yeah, long range scanners based on lvl 3 sensors would be a bit weird because it would be the only augment you can get just by upgrading systems. And then it reduces the "oh cool" impact when you see it in a store. Sensors is also debatably the most useful subsystem already. You'd have to upgrade really early to get long range scanners, but even then it may seem strange.
What do you think about engineering options with 2 conditions though? Having a requirement for systems to be upgraded to a certain level in addition to another requirement might not be bad for really specialized engineering options though. OR maybe they could make certain engineering options cheaper? I don't know.
Also, I though you said something about the Drone AI being able to engineer flawless system repair drones. I assume you just meant not-faulty drones, but have you considered making actual "flawless" system repair drones that cost no power? No power weapons act weird, but I haven't seen anything wrong so far with no power drones.
For infinite loot I think it would also be cool to have weapons be "flawless" or "prototype" variants that cost 1 less power for weapons and drones and "faulty" variants which cost 1 more power. If you haven't done that already.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Wed Mar 12, 2014 11:32 pm
by Sleeper Service
Russian Rockman wrote:For infinite loot I think it would also be cool to have weapons be "flawless" or "prototype" variants that cost 1 less power for weapons and drones and "faulty" variants which cost 1 more power. If you haven't done that already.
Yeah, thats allready, although I did abstain from allowing zero power weapons or drones to be created by these tags. Not sure about the zero power repair drone. Did you ever have two of the normal ones on-line, together with an Internal AI? The ship literally repairs itself. Good fun.
Russian Rockman wrote:It would also be a lot of work to implement upgrading if every weapon. If the upgrade costs were pretty far beyond being practice it might've been ok though. But then I just realized that there's not even a way to get rid of weapons for a player so they would just be getting an upgraded "duplicate" of another weapon... Oh well.
Yeah, you could easily engineer yourself armed to the teeth laser gunship just by finding a basic laser. Meh...
Russian Rockman wrote:What do you think about engineering options with 2 conditions though? Having a requirement for systems to be upgraded to a certain level in addition to another requirement might not be bad for really specialized engineering options though. OR maybe they could make certain engineering options cheaper? I don't know
I like that engineering is so clearly separated from your usual upgrade, but also provides advantages of a totally different kind. I don't really intent to mix this up to much. It also further complicates the system, and I mean not only on the code side of things...
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 12:43 am
by jhmgrose
I'm having an issue running the Better Planets and Backgrounds 1.3.1.
This issue has not appeared until I patched the file into Slipstream Mod Manager. When it's removed, it operates normally. My mod patch order is as follows
Code: Select all
Advanced Battle Systems [non-CE]
Better Planets and Backgrounds_v1.3.1
FTL Captain's Edition 1.105
CEPM Battle Drone High Tech Player
CEPM Battle Drone Terminator Enemy
CEPM Crystal Obsidian Player
CEPM Engi High tech Player
CEPM Human Rogue Black Female [player - should rename to clarify]
CEPM Human Rogue Black Male [player - should rename to clarify]
CEPM Spec Ops White Female [enemy - should rename to clarify]
CEPM Spec Ops White Male [enemy - should rename to clarify]
CEPM Mantis Blue Enemy
CEPM Mantis Dark Player
CEPM Repair Drone High Tech Enemy
CEPM Repair Drone Hight [sic] Tech Player
CEPM Rock Dark Player
CEPM Slug Nebula Enemy
CEPM Zoltan Sun Enemy
CEPM Zoltan Teal Player
CE Infinite Addon 1.005
When adding the BPaB, the game's Java crashes on me at the loading screen. When it's off, the game works fine. I've never experienced the BPaB, but I don't know if I messed up the order or anything. Any recommendations?
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 1:25 am
by Sleeper Service
You can try version 1.2.1 of BPaB. Has almost the same content, but works better for some people (check Russian Rockmans posts on the last pages...)
What causes this problems is still a mystery to me though.
Also: Glad to see someone is actually using CEPM.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 3:19 am
by Russian Rockman
Sleeper Service wrote:You can try version 1.2.1 of BPaB. Has almost the same content, but works better for some people (check Russian Rockmans posts on the last pages...)
What causes this problems is still a mystery to me though.
Also: Glad to see someone is actually using CEPM.

Haha just in time... I hope this helps some people. I think the 1.2.1 BPAB custom backgrounds are just as good if not better than the 1.3.1 Hubble images. I wish Sanmonku would do more. Like I said he has a lot of cool one from the surface of planets, but not too many that are actually useable. I like your custom backgrounds too Sleeper.
You're right about the engineering system. I get too big of ideas sometimes...

I can get a bit carried away. I just love this game so much! I'm dying waiting for the Advanced Edition.
And of course people use CEPM!!! It is awesome, although limited to one custom design for enemy and player. I hope they Advanced Edition gives you more opportunities to use your CEPM skins! Also, something I wan't going to mention until later. I figured out how to add more people and animations to the hangar/customization screen while working on a UI overhaul which sloriderxcorps has helped me out with. It always bugged me that there were only 2 girls fixing the ships and a Rockman carrying a crate on the far right. I was thinking about filing the hangar with some of the CEPM people to showcase them a bit. I have an Engi repairing a drone, a Rockman working on some missiles, some Mantis's working on bombs, and a Zoltan working that terminal in the top left corner. I want to figure out how I can put in a cloaking Slug who looks like he's sabotaging the ships

I'm going to keep the ratio of humans to aliens higher though.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 9:27 am
by Mr. Mister
If you rename Subspace Scanners to Signal Amplificator, you can then create a new anti-cloaking augment and call it SUbspace Scanners.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 11:58 am
by Sleeper Service
Russian Rockman wrote:You're right about the engineering system. I get too big of ideas sometimes...

I can get a bit carried away. I just love this game so much! I'm dying waiting for the Advanced Edition.
Oh don't get me wrong here, I still love the brainstorming going on the thread and a lot of good ideas have originated from it. Feel free to get carried away.
Russian Rockman wrote:And of course people use CEPM!!! It is awesome, although limited to one custom design for enemy and player. I hope they Advanced Edition gives you more opportunities to use your CEPM skins! Also, something I wan't going to mention until later. I figured out how to add more people and animations to the hangar/customization screen while working on a UI overhaul which sloriderxcorps has helped me out with. It always bugged me that there were only 2 girls fixing the ships and a Rockman carrying a crate on the far right. I was thinking about filing the hangar with some of the CEPM people to showcase them a bit. I have an Engi repairing a drone, a Rockman working on some missiles, some Mantis's working on bombs, and a Zoltan working that terminal in the top left corner. I want to figure out how I can put in a cloaking Slug who looks like he's sabotaging the ships

I'm going to keep the ratio of humans to aliens higher though.

This is awesome! I would nave have thought about something like this. Seriously, if you want to get the result into CE I'll be happy to take this on.
Mr. Mister wrote:
If you rename Subspace Scanners to Signal Amplificator, you can then create a new anti-cloaking augment and call it SUbspace Scanners.
Hm, right now I combined the two effects into the Subspace Scanner... Still, this is something to consider.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 4:21 pm
by Russian Rockman
Interesting thought. If we invented cloaking it wouldn't even be very useful on Earth because you can still use sound to locate things, like with Radar. It would work in space though because there is no way for sound to travel. Unless there is something like Radio waves that could maybe bounce off the ship. Also, love the name "Subspace Scanners"
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 11:15 pm
by aaaaaa50
Russian Rockman wrote:Interesting thought. If we invented cloaking it wouldn't even be very useful on Earth because you can still use sound to locate things, like with Radar. It would work in space though because there is no way for sound to travel. Unless there is something like Radio waves that could maybe bounce off the ship. Also, love the name "Subspace Scanners"
You're thinking of Sonar, which is usually used underwater. Radar uses radio waves, which because they're a form of electromagnetic radiation are actually light waves.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Thu Mar 13, 2014 11:50 pm
by The Captain
aaaaaa50 wrote:You're thinking of Sonar, which is usually used underwater.
Maybe he's not - wouldn't many types EM waves bounce off a ship?
Radar uses radio waves, which because they're a form of electromagnetic radiation are actually light waves.
Um, unless you see in the radio part of the spectrum (wavelengths of 1mm and up), you wouldn't call them "light" waves. The visible (for humans) part of the spectrum is pretty small: 380 to 760 nm.