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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Sun Mar 16, 2014 9:24 pm
by Biohazard063
Sleeper Service wrote: Well agreed. they probably should, but I can not controlled who is removed by the crew kill event. So what will it be then, no AIs in the whole mod or no infection related events? I decided to accept this minor inconsistency. In a recent video Bio actually talked to his AI and it explained that its computing core is based on bio processors. Some events in the quarantine sectors suggest that the disease can infect anything sentient and might even be nano based. So there is actually some world building going on that makes the AI infection more plausible, you just might not have come across it. Bio did not really read it, he just got really outraged when his AI got infected later, even though a few jumps before the crewmen itself explain how this might be possible. :o
Sounds like me...
Then again, I have been watching a lot of Red Dwarf lately.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 12:47 am
by Sleeper Service
DoryDAs wrote:Hi,

Not sure if this is the place to report this but..

Im getting crashes with this mod. They happen when jumping to a new sector, or between beacons. Very frustrating ! Does not happen in Vanilla.

D
Hm, can you you specify which sector you where jumping to and in which sector the crash upon jump happened? That would be very helpful for fixing this. Also if you happened to know if there was a ship at this beacon (via scanner) than this would also be valuable information.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 9:16 am
by Russian Rockman
Wow, I wanted to procrastinate so I scoured the forum for old ship mods and I've found some forgotten mods with pretty awesome ship recoloring and or splicing. When I'm dine with what I'm currently working on I might start converting some of the ones I think are cool into enemy ships (including the Auto-Cruiser which I kind of put on hold). The only thing I'm worried about is that many of these moderns are long gone and may be hard to contact.

Also, I ran across a picture of an asteroid field in a nebula. It actually looked really cool. Any possible realistic use for this in the CE? Think about this... Asteroid field in an ion storm... The asteroids could just be debris or something, they don't have to be asteroids per se...

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 10:43 am
by Biohazard063
Sleeper Service wrote: Well agreed. they probably should, but I can not controlled who is removed by the crew kill event. So what will it be then, no AIs in the whole mod or no infection related events? I decided to accept this minor inconsistency. In a recent video Bio actually talked to his AI and it explained that its computing core is based on bio processors. Some events in the quarantine sectors suggest that the disease can infect anything sentient and might even be nano based. So there is actually some world building going on that makes the AI infection more plausible, you just might not have come across it. Bio did not really read it, he just got really outraged when his AI got infected later, even though a few jumps before the crewmen itself explain how this might be possible. :o
http://cloud-4.steampowered.com/ugc/613 ... 446C32426/
Suck on that ! :D
But seriously, after reading why they aren't save from infection due to "behind the scenes" stuff going on because of not being able to exclude a single crewmember, I totally understand why it can happen.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 11:38 am
by Sleeper Service
Yeah, that text is off indeed. Should say that holograms are immune to common diseases. I think I put that in long before I actually did the quarantine sector. Please disregard this information, it's not cannon. :D

The game would really need much more xml stuff to make the requested effect possible. Actually, the event would need to check if you have a crew composed entirely of AIs or immune factions first. For this case it would have to call a completely different event that implies that your crew is completely safe. In case you have non-immune crew you would get the normal event, but the crew kill lines would have to somehow exclude any eventual immune crewmen you have aboard. As mentioned, all of this is not possible at the current state of the game.
Russian Rockman wrote:Wow, I wanted to procrastinate so I scoured the forum for old ship mods and I've found some forgotten mods with pretty awesome ship recoloring and or splicing. When I'm dine with what I'm currently working on I might start converting some of the ones I think are cool into enemy ships (including the Auto-Cruiser which I kind of put on hold). The only thing I'm worried about is that many of these moders are long gone and may be hard to contact.

Also, I ran across a picture of an asteroid field in a nebula. It actually looked really cool. Any possible realistic use for this in the CE? Think about this... Asteroid field in an ion storm... The asteroids could just be debris or something, they don't have to be asteroids per se...
Please not that I will generally only use assets that are free to use or which I have the permission of the creator for. This concerns ship images as well as backgrounds. But you are right, there are some nice ships floating around in the forum. Maybe you can get hold of the creators somehow. The asteroid Nebula background could also come in handy, there are some events in hazard sectors that feature exactly that kind of environment.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 5:01 pm
by Biohazard063
Hmm well, one way you could make your entire crew safe would be to put a blue option for an immune crew member.
Say for example the lone person that asks if he can come aboard and that he isn't immune.
Could have an option like "Have your hologram/engi welcome him on the ship"
Could still have a percentage that he simply attacks and kills him (or a random crew member should this be impossible) during his ravings from his illness, but at least a smaller chance.

Just spit balling here though...

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 5:22 pm
by fedaykin
Sleeper Service wrote:
Vanilla just let you run around on the emptied flagship freely, that was definitely turning the balance into the complete opposite direction and made boarding a free win ticket. CE turns this around a little, but your dedicated boarding ship should have considerable upgrade advantages when reaching the fight.

Overall, a ship fully dedicated to boarding can still effectively fight the boss, as long as it is able to render some degree of fire support for its boarders (which it has to anyway, even in vanilla, due to supershield). If you manage to deal enough damage to the backup drone system the boss will loose all its internal drones, leaving your infantry free to run amok aboard the enemy ship, just like in vanilla. If you decimated the crew in the initial phases you also get a time window with oxygen where you are less pressured. Even when the boss has depleted its oxygen, your ship fully dedicated to barding will have a lvl three teleporter, which allows you to still chip away at the enemy systems with hit and run tack ticks. Just watch your timing, because of the super shield. The boss will also run out of drones eventually. So overall, after your elite boarding infantry fended of the AIs, the fight will eventually calm down and give you more room for proper boarding maneuvers.
I would add a further point that the mod overall indirectly buffs boarding throughout the rest of the game. That is to say, it is as effective as ever it was in vanilla, whereas other strategies are rendered less effective by the new technologies. For example, an Osprey that gets a defence drone and high shields/engines reasonably early has basically won the game in vanilla barring something most unfortunate, whereas in CE, the addition of cloaked mines/missile swarms, enemy artillery, lots of events disabling your defences, etc. means your ship's defences are nowhere near as safe.

Sending 4 mantises into the other ship's weapon room is just as good as it ever was though.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 5:40 pm
by Mr. Mister
Biohazard063 wrote:Hmm well, one way you could make your entire crew safe would be to put a blue option for an immune crew member.
Say for example the lone person that asks if he can come aboard and that he isn't immune.
Could have an option like "Have your hologram/engi welcome him on the ship"
Could still have a percentage that he simply attacks and kills him (or a random crew member should this be impossible) during his ravings from his illness, but at least a smaller chance.

Just spit balling here though...
The problem is that, on the "he spills his coffe into the holo-projector and kills it "outcome there's no way to tell the game to kill the AI avatar crew member in particular, and not the Zoltan gunner that was meditating downstairs.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 6:03 pm
by Russian Rockman
I think maybe to be a bit more technical you could say AI's are immune to "biological" diseases. I like the idea of the quarantine sector being a nano based disease. Perhaps it was even caused by an Engi/Zoltan accident or simply a terrorist attack. That explains why the Zoltan are the blockade.

Also, I really like Biohazards idea, you could just have your AI scan the crew member and if you choose that blue option there's no outbreak. The only thing I'm concerned about is that an AI crew member shouldn't become a replacement for a level 3 Medbay.


About the ships and backgrounds, I know you won't use any music or ships or backgrounds that you don't have permission to use, as you should. That's why I was concerned about not being able to contact some people. I'm just asking you for permission to contact some people who's stuff I think is cool and ask them if I can "submit" their ship design to you? Then you would have the final say about whether or not you wanted to use it.

The asteroid in nebula background wasn't really a custom background, it was actually an asteroid field generated over a nebula, as far as I know that is entirely possible. You just jump into a nebula and then the asteroid field is generated on top of it via an event. I can test that out if you want, but yeah, I think it definitely could have some uses in the Hazard sector.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Mon Mar 17, 2014 8:01 pm
by Sleeper Service
Russian Rockman wrote:About the ships and backgrounds, I know you won't use any music or ships or backgrounds that you don't have permission to use, as you should. That's why I was concerned about not being able to contact some people. I'm just asking you for permission to contact some people who's stuff I think is cool and ask them if I can "submit" their ship design to you? Then you would have the final say about whether or not you wanted to use it.
Sounds good, I'm fine with that.
Russian Rockman wrote:The asteroid in nebula background wasn't really a custom background, it was actually an asteroid field generated over a nebula, as far as I know that is entirely possible. You just jump into a nebula and then the asteroid field is generated on top of it via an event. I can test that out if you want, but yeah, I think it definitely could have some uses in the Hazard sector.
Ah ok, that will actually work. Asteroids can have any background displayed behind them as far as I know. I wasn't so much into making background back then when I made these hazard sector events.
Biohazard063 wrote:Hmm well, one way you could make your entire crew safe would be to put a blue option for an immune crew member.
Say for example the lone person that asks if he can come aboard and that he isn't immune.
Could have an option like "Have your hologram/engi welcome him on the ship"
Could still have a percentage that he simply attacks and kills him (or a random crew member should this be impossible) during his ravings from his illness, but at least a smaller chance.

Just spit balling here though...
The whole quarantine sector is meant to pose more of a threat to your team than your ship and throw you into some kind of crew roulette when you risk the distress events. I like the risk and rewards that the sector currently creates and I don't see why more options that make your entire crew safe are necessary. As Rockmen has mentioned, there are already ways to protect your crew. IMO having an AI crewmen or even Rock and Engi crew give you free passes would make the sector way less tense.