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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 6:37 pm
by Sleeper Service
Sorry about that. I was sure that I removed at last the test event...

CE Update 1.205b
- Test start event removed
- Rock crew test reticles removed

/Edit: Hey Nider_01, I'm pretty sure I saw you in the chat of joyfulls stream. ;) Did you watch the entire thing?

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 7:59 pm
by Saizew
@Sleeper Service

Just something i stumbled upon...
Only1way.jpg
Would it be possible to make a third option upon reaching the exit beacon (if the rebell fleet hasn't raeched it yet) that would allow to roam the other beacons behind the exit beacon?

Don't know if this had been discussed before or how often this happens. But it could be quite annoying if a generated quest beacon would be inaccessible this way.

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 8:57 pm
by Sleeper Service
It has been discussed before and there are reasons why it can't really be done. You can dig through the last pages of the thread if you want to know more.

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 9:03 pm
by Lunaraia
umm... I don't know if this is a bug or not, but i have noticed that when i am flying through deep space with the infinite mod, I seem to hit a contested sectors more often then anything else, is the % leveraged for this or is it just a bug (out of the 4, 3 hour long runs I've had so far I've hit contested sectors over half the time)

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 9:12 pm
by chuisfree
Hello again --

So, I followed the advice in here. I completely uninstalled FTL and deleted SMM and all the folders associated.

I've redownloaded all of the mods and SMM. I've reinstalled FTL. I'm following the correct Load Order.

SMM is able to patch the game and I see the new loading screen, but it crashes before I get to the main menu. If I remove "Endless Loot", everything is fine. Are there any suggestions on how to get this to work? I don't know what's wrong... :cry:

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 9:20 pm
by Sleeper Service
Lunaraia wrote:umm... I don't know if this is a bug or not, but i have noticed that when i am flying through deep space with the infinite mod, I seem to hit a contested sectors more often then anything else, is the % leveraged for this or is it just a bug (out of the 4, 3 hour long runs I've had so far I've hit contested sectors over half the time)
It's not possible to generate various normal sector types indefinitely. You can only travel indefinitely in contested deep space sectors, but they pretty much can contain all the content and events of the entire game. The regular sectors can still be encountered when you choose traveling towards the Federation base at the exit beacons.

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 10:01 pm
by Hadza
Can I ask you for links to the additional music, pleeeeease? :roll: Also, why not add them to the header?
On the gameplay note: I've got a very interesting ionizing light-gatling in one of my playthroughs, which not only wiped out all the crew and ionized systems it hit, but also ionized the shields too! It's because of the shield piercing most probably. Imo it is one of the best guns possible or 12 damage heavy hull laser III, or radioactive neural stun, or... Damn, I love the procedural guns :lol: Also, you can build up a hipster ship with vintage guns now. Meta-gameplay :lol:
I've also managed to get 3 stores in one deep space sector o_o 1 was an ordinary one, while others were situated in nebulas, made me wonder why that happened at all.

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 10:35 pm
by rapdactyl
Edit: I was a derp and didn't read the full post. Derp.

Re: FTL Captain's Edition 1.205/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 10:40 pm
by Russian Rockman
Sleeper Service wrote: CE 1.205 update
- New AE combat augs and the subspace scanner secondary function now also work against the boss
Have you tested or plan to test if we can use level 3+ sensors against the boss by removing the limit= tag?

- LASER type missiles list rarity reworked for AUTO and REBEL list; based on the fact that the game probably treats these as lasers
Not sure if slowy already told you this or not, but I read on his thread that the drone_targetable tag can now make missiles act like lasers and lasers become (untargetable?). So maybe you may just want to keep the rarity the same and give things like the cloak missiles the new tag to fix whatever issue there is with the enemy weapon generation?

- Flashbang detonation ringing is less obnoxious now
- Enemy stun cluster bombs and drone-fired stun grenades will now obscure player vision on rooms for a short while
:D :D :D :D :D :D :D :D

Question? Is it possible to give cluster bombs AOE targeting so that they work like "cluster" bombs now?

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Posted: Wed Apr 16, 2014 11:15 pm
by Sleeper Service
Hadza wrote:Can I ask you for links to the additional music, pleeeeease? :roll: Also, why not add them to the header?
It is totally there, bother to check again?
Hadza wrote:On the gameplay note: I've got a very interesting ionizing light-gatling in one of my playthroughs, which not only wiped out all the crew and ionized systems it hit, but also ionized the shields too! It's because of the shield piercing most probably. Imo it is one of the best guns possible or 12 damage heavy hull laser III, or radioactive neural stun, or... Damn, I love the procedural guns
Yeah light lasers probably should not get that prefix. :D
Hadza wrote: Also, you can build up a hipster ship with vintage guns now. Meta-gameplay :lol:
:lol:
If you can get a ship with four vintage guns, you can give yourself one of CEs famous imaginary achievements. ;) :D I really have to make icons for these at some point...

RannI also could not resist making a gold plated visual variant for all weapons, so at some point there will be a "Swag" prefix or something like that... :mrgreen:
Hadza wrote:I've also managed to get 3 stores in one deep space sector o_o 1 was an ordinary one, while others were situated in nebulas, made me wonder why that happened at all.
Nebula can generate their own stores, but getting them at all is pretty rare. You got a pretty good store roll there.
Russian Rockman wrote:Have you tested or plan to test if we can use level 3+ sensors against the boss by removing the limit= tag?
Nope. Not very high on the priority list. I guess I can just add that tag in the next version, but the reason that sensors are disabled there might actually be cause they glitch out. Feel like testing this?
Russian Rockman wrote:Enemy stun cluster bombs and drone-fired stun grenades will now obscure player vision on rooms for a short while
I should have included that from the start. The effect is pretty unique and it really can freak you out if you suddenly cant see what is going on in that room at all.
Russian Rockman wrote: Question? Is it possible to give cluster bombs AOE targeting so that they work like "cluster" bombs now?
Area targeting is its own new kind of weapon type. So the answer is no.
Russian Rockman wrote:LASER type missiles list rarity reworked for AUTO and REBEL list; based on the fact that the game probably treats these as lasers
Not sure if slowy already told you this or not, but I read on his thread that the drone_targetable tag can now make missiles act like lasers and lasers become (untargetable?). So maybe you may just want to keep the rarity the same and give things like the cloak missiles the new tag to fix whatever issue there is with the enemy weapon generation?
These weapons not only have this weapon type because of what can target it, but also because missile projectiles cant be animated as far as I can tell (relevant for swarm missiles.) But I might just use the tag to make swarms targetable... Testing that now.

Slowy generally does not tell me much, he seems to see himself as the only only one who can save CE from "inbalance", so I guess that fits. :|