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

Posted: Wed Apr 16, 2014 11:52 pm
by Saizew
Sleeper Service wrote:(...)

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. :|
Sad to hear/see such an attitude...

I have to admit that i haven't tried out his mod yet, but as far as i can speak of me and my gaming experience with CE, i especially like CE for it's balancing so far. In contrast to that unbalaced +Überweapons of the original Infinte-Space for example (the only flaw in my eyes, considering the time this mod was made and it was the only one at that time afaik that invented a reasonable infinite game-play).

But would not like to get between any fronts there... 8-)

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

Posted: Wed Apr 16, 2014 11:59 pm
by Hadza
Sleeper Service wrote:It is totally there, bother to check again?
Oh, I've meant links not to the addon, but the featured music itself :P I've managed to find the AlienAqtor's "garage" one (which I find pretty tense), but not the other ones :(

[quote=""Sleeper Service""]Yeah light lasers probably should not get that prefix. :D[/quote]

Why did even mention that? T_T Actually, it happens to all the piercing weapons, I guess :P
Sleeper Service wrote: :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:
Oh, so I'm not the inventor then? :( Actually, the real achievement there would be to beat the boss with those, than just to find them :lol:

Wow, I've managed to get THIS happen O_O:
Image
The pattern was:
1. CE is 1.203.
2. I've got to 8-th sector and continued deep-spacing.
3. A beacon with "You teleport right into the federation cruiser..." event appeared. When the last hit reached the cruiser, game has crashed. "Nothing serious, I can just load" I've thought.
4. I loaded.
Probably happens when you load in 8+ deep space sectors.
I guess the dreadnought got tired of my deep space grinding :lol: It actually can be considered as a nice easter egg or something :P
Surprisingly, everything went pretty well, like it wasn't broken at at all. The exit beacon disappeared, base one appeared, and boss got his ass kicked. High-yield asteria is quite a gem too :lol:

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

Posted: Thu Apr 17, 2014 12:18 am
by SpXxwW
Is it known issue that "upgraded vulcan" doesnt work? When it charges to max fire rate it stops firing. This happened with vulcan that had x0.85 fire rate. I was so sad when I sold it... :cry:

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

Posted: Thu Apr 17, 2014 12:31 am
by Lunaraia
The upgraded Vulcan is not the only malfunctioning weapon, High Velocity Light Laser Defense Drone 1 does not work either.

Also a quick question, think you could bump up the % chance of being able to hire Lanius' in the contested stores, only way to get them otherwise are:

1. the crew event.
2. an event where you actually wind up buying one.
3. being in an abandoned sector.
and finally.
4. have the Contested Deep Space giving the Abandoned Sector events (ridiculously slim chance of happening) as this gives the small % of being able to hire them in stores and also get the previously mentioned event where you buy one.

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

Posted: Thu Apr 17, 2014 12:40 am
by Hadza
Lunaraia wrote:The upgraded Vulcan is not the only malfunctioning weapon, High Velocity Light Laser Defense Drone 1 does not work either.
I think none of the high velocity drones are working. I've seen quite a lot of those from enemy sides and stumbled upon a heavy ion one myself, also, somebody mentioned another HV drone malfunction, but I think it is already fixed in 1.205

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

Posted: Thu Apr 17, 2014 1:11 am
by Sleeper Service
Hadza wrote: Oh, I've meant links not to the addon, but the featured music itself :P I've managed to find the AlienAqtor's "garage" one (which I find pretty tense), but not the other ones :(
Ah, got it. If you load up the addon in slipstream there should be a list of all actors and tracks, as well as a link to jamendo, where I got most of this from. ( http://www.jamendo.com/en )
Hadza wrote:The pattern was:
1. CE is 1.203.
2. I've got to 8-th sector and continued deep-spacing.
3. A beacon with "You teleport right into the federation cruiser..." event appeared. When the last hit reached the cruiser, game has crashed. "Nothing serious, I can just load" I've thought.
4. I loaded.
Probably happens when you load in 8+ deep space sectors.
I guess the dreadnought got tired of my deep space grinding :lol: It actually can be considered as a nice easter egg or something :P
Surprisingly, everything went pretty well, like it wasn't broken at at all. The exit beacon disappeared, base one appeared, and boss got his ass kicked. High-yield asteria is quite a gem too :lol:
I had a Torpedo Simurgh last time, burst firing four missiles that deal 2 damage each. :shock:

That boss thing seems indeed load related. I might have to remove the deep space option in sector eight then. Most of the testing for this was done before AE and now the way saves work have been altered a lot. Not even sure if these scenario was tested even in the first place.
SpXxwW wrote:Is it known issue that "upgraded vulcan" doesnt work? When it charges to max fire rate it stops firing. This happened with vulcan that had x0.85 fire rate. I was so sad when I sold it... :cry:
I'll exclude it from these prefixes then. Thanks for reporting it and I'm sorry that did not work. You sacrifice will benefit future generations of users once EL passed the beta phase. ;)
Lunaraia wrote:The upgraded Vulcan is not the only malfunctioning weapon, High Velocity Light Laser Defense Drone 1 does not work either.
Are you using the current version? Cause I'm kind of sure that I got that fixed there...
Lunaraia wrote:Also a quick question, think you could bump up the % chance of being able to hire Lanius' in the contested stores, only way to get them otherwise are:
Lanius actually can appear in shops, so you might have just been unlucky so far. I'd prefer them remaining a bit rare and special though, so their rarity will likely stay the same. They are just as rare as AI crew or Slugs right now.

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

Posted: Thu Apr 17, 2014 1:40 am
by Russian Rockman
Sleeper Service wrote:CE 1.205
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?
I will test this when I get a chance. I plant to text a few more things with the boss too. Like I want to see how it acts using a clone bay on phase 3 and see if we can give it back the systems that were removed.
Sleeper Service wrote:
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.


So that means that AOE targeting only works for "lasers" or "missiles" then? I guess that is what the drone_tragetable tag is for. Excuse my ignorance please. :roll:
I was hoping there could be a new type of scatter cluster bomb. :(
Sleeper Service wrote:
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. :|
[/quote]

Ah that makes sense about the animations. So I guess that affects cloak and swarm missiles then. Worth testing out though I thought. ;) I never noticed any problem with the enemy weapon generation.

Personally I think CE is pretty balanced all thing considered. Probably the biggest issue I've noticed, watching let's plays, is that a lot of people seem confused about how things work though. And I noticed NOBODY ever reads those new tips you've added. :(

I do like a lot of the changes slowy has made to the original game and CE although I don't agree with everything he has done. Like his rebalancing, its ok but surely not perfect. I hope he didn't mean it like that. He says sMPK is his personal mod, basically making FTL the way he would "personally" like it to be. I would like to see more collaboration between you two rather than see a rivalry develop. :| Also, still haven't heard from him, been like 4 days.

Do light lasers still pierce Zoltan shields? And I noticed that the flashbang drone pierces Zoltan shields too. Any idea why that is? I thought about it and couldn't really figure out why that would be. To make light lasers untargetable maybe you can use the new drone_targetable tag?

:!: EDIT: So it looks like the new plasma weapons also go through Zoltan shields. Now that is more than just light lasers (it is light lasers, plasma, and flash bangs, and who knows what else). I'm really starting to not be ok with this. It sort of ruins the whole aspect of the Zoltan shield making you temporarily invincible and it imbalances the shield drone.

So my acting theory is that any weapon with "0" hull damage and system damage will pierce through Zoltan shields? Or Perhaps you could test that out on your Testrel? ;)

Im sure there has to be some way to work around this issue. If we can just identify the problem.
I imagine giving them 2 damage tags, a + and -, would not work, but then what if you gave them a - damage tag only? At the very least it might be worth reporting this in the bugs page.
Sleeper Service wrote:
Hadza wrote:The pattern was:
1. CE is 1.203.
2. I've got to 8-th sector and continued deep-spacing.
3. A beacon with "You teleport right into the federation cruiser..." event appeared. When the last hit reached the cruiser, game has crashed. "Nothing serious, I can just load" I've thought.
4. I loaded.
Probably happens when you load in 8+ deep space sectors.
I guess the dreadnought got tired of my deep space grinding :lol: It actually can be considered as a nice easter egg or something :P
Surprisingly, everything went pretty well, like it wasn't broken at at all. The exit beacon disappeared, base one appeared, and boss got his ass kicked. High-yield asteria is quite a gem too :lol:

That boss thing seems indeed load related. I might have to remove the deep space option in sector eight then. Most of the testing for this was done before AE and now the way saves work have been altered a lot. Not even sure if these scenario was tested even in the first place.
Maybe I missed something. I don't seem to understand. What's the issue that is happening?

EDIT: Also, some tiny bugs and suggestions I got for. Watching joyful gamer's play-through of CE. (While I "sort-of studied for my Multivariable Calculus exam... :? )

Perhaps you should have the crew convo page say:
"Look around for someone else" or something similar. Instead of just "Look around some more ", that seems to confuse so e new players of CE.

Also there is a quest that says there is a "Mantis attack ship" "ducking between clouds" in a nebula. It says you set an attack vector, but allows an option of surrender.
Either the surrender option should be removed or the event text should be reworked to sound like you are getting ambushed rather than that you are the aggressor.

Also, this is where I noticed the flash-bang and and plasma Zoltan shield piercing thing.

One last suggestion, there are a few events with an Engi trade ship that asks you if you would like to sell some of your trade goods. Perhaps the option to sell trade goods should be made a blue option requiring you to actually have trade goods? Again, this is mostly a suggestion to help out new people since if I find a lot of them a bit confused with CE at first.



Finally, since I've seen a bit more CE now I "might" have some time for a proper review of all the CE code (this weekend?). While I'm doing that I might as well search for some typos so if you don't mind I will keep track of each one I find and send it to you.

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

Posted: Thu Apr 17, 2014 2:26 am
by Force2reckon
Quick question, is there any plugins/addons out there that reset the CE Infinite prices to normal?
I personally enjoy the decision between progressing for more scrap and faster upgrades versus just grinding it out.
My little brother, though, recently started playing and he loves the game and endlessly exploring different sectors, but he get's frustrated with the high prices, he'd rather max out his ship and play around with random weapons from stores while ripping through tier 1 enemies.

If there isn't anything like that, could a small patch be made for this, or someone point me to a tool I can use to do it myself, though I'd prefer not to mess with someone elses code, I can do it if Sleeper doesn't want to/can't do it cause he's busy.

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

Posted: Thu Apr 17, 2014 2:26 am
by CoryStarkiller
http://steamcommunity.com/sharedfiles/f ... =249985830
I was stopping at a shop, and this is what popped up instead of the normal CE extra goods starting.

Loadout Order:
Expanded Enemy Window 1.1
Better Asteroids
Better Planets and Backgrounds 1.3.1
FTL Captain's Edition 1.205b
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.203
CE Infinite Addon 1.205
CE Endless Loot Addon for CE Infinite 0.95 (beta)

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

Posted: Thu Apr 17, 2014 2:34 am
by Romalee
Ran into a bug with an infinite loot weapon: With the upgraded (decreased cooldown) chain Vulcan, after it had maxed out its chain charge, it would no longer fire. I'm using the infinite loot with the infinite space version of captains edition if that matters. Otherwise, I'm having a blast with the new content, and have not run into any other bugs as of yet.