FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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- Posts: 334
- Joined: Sun Nov 25, 2012 11:13 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
Hey Sleepy. Here's an idea - how about incorporating some of the endless loot gear as the starting equipment for the player ships? This will certainly become a showcase for this feature, and can make certain weapons, like the old lasers, redundant (since they can be replaced with bad prefix gear).
- Sleeper Service
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- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
Yeah that probably should happen at some point. I simply did not want to go through the inconvenience of manually adding these each time I generate the addon. Might put that in with the next version. Ironically, the old laser is pretty great by the way.
Some other concepts got kind of put on hold. I still like the idea of gathering wingmen with the Fed Cruiser and have them render fire support. But the Autonomous ASB does a similar thing already and any workaround could never be as elegant as that Aug. What bugs me most is that you could miss when tagging targets for your wingmen, which makes them kind of unreliable and hard to balance. There is some burst weapon workaround to counteract this, but... yeah, its not all that elegant.
I find it kind of pleasant to do some smaller fine tuning stuff right now. The visual variants for EL are probably the next big thing that will happen with CE. Advanced Edition brought a lot of new possibilities indeed, I'm specially interested in making full use of the crew variants feature right now. I hope to either get Gencool to support CE with his great stuff (starts to look really promising, but I did not bring up a possible cooperation yet) or make more crew variants for each factions myself. Pirate Homeworld Sector (working title) is also still somewhere down the list. The new pirate enemy loadouts could set this sector further apart.Russian Rockman wrote:What do you plan to do in the future now Sleeper? I know you've been exposed to AE longer than us and spent all your time making CE compatible for it, but now that that's done for the most part do you have any more big ideas for future additions/expansions to CE?
Some other concepts got kind of put on hold. I still like the idea of gathering wingmen with the Fed Cruiser and have them render fire support. But the Autonomous ASB does a similar thing already and any workaround could never be as elegant as that Aug. What bugs me most is that you could miss when tagging targets for your wingmen, which makes them kind of unreliable and hard to balance. There is some burst weapon workaround to counteract this, but... yeah, its not all that elegant.
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- Posts: 25
- Joined: Sat Oct 27, 2012 2:24 am
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
On the subject of Endless loot weapons and how it generates a ton of possible weapons by giving them a modifier, could that be extended further to generate weapons with multiple modifiers but make the double modified versions rarer?
- Sleeper Service
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- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
That was the original idea, but SMM probably won't be able to handles this. KartoFlane tested it with the new 1.5 of SMM and even with that improved version it did not work.
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- Posts: 25
- Joined: Sat Oct 27, 2012 2:24 am
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
Is that a problem with SMM that could be fixed with collaboration or is it also not possible via non SMM methods and a limitation of FTL itself?
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- Posts: 17
- Joined: Wed Apr 16, 2014 9:00 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
you know if you REALLY wanted to make the last boss a pain you could just do hits:
Give the flagship the Slug augment that fixes ship breaches, that way even if you kill the crew and kill all it's systems using breaching weapons it can still just repair itself rather then become helpless.
Give the flagship the Slug augment that fixes ship breaches, that way even if you kill the crew and kill all it's systems using breaching weapons it can still just repair itself rather then become helpless.
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- Joined: Fri Apr 18, 2014 3:14 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
How long does it normally take to patch in the CE Endless Loot Addon for Infinite? I've been waiting for about a half hour and I'm wondering if there is a problem with it.
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- Joined: Wed Apr 16, 2014 9:00 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
shouldn't take more then tops 1 minute and that are IF your installing better backgrounds and planets.Varlagate wrote:How long does it normally take to patch in the CE Endless Loot Addon for Infinite? I've been waiting for about a half hour and I'm wondering if there is a problem with it.
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- Joined: Fri Apr 18, 2014 3:14 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
Problem with java all fixed now.Lunaraia wrote:shouldn't take more then tops 1 minute and that are IF your installing better backgrounds and planets.Varlagate wrote:How long does it normally take to patch in the CE Endless Loot Addon for Infinite? I've been waiting for about a half hour and I'm wondering if there is a problem with it.
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- Posts: 2
- Joined: Tue Oct 08, 2013 5:53 pm
Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
It is said that CE is designed to play on normal, but is it safe ( I mean Technical Issues of course) to play on hard? 
