Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95
Posted: Sun Apr 20, 2014 7:17 am
Minor bug: crystal vengeance's projectiles deal 1 damage, but description says that they should deal 2 dmg.
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Yeah, that will be fixed in the next version of EL. Just have to get around finally releasing it...Yachto wrote:EL BUG REPORT
Not sure if this is the place I should put this but here we go.
So I happened upon an Upgraded Chain Vulcan with cooldown x0.85, making the Chain Charge Cap -0.6.
That was a problem with good offers. Zoltan diplomatic surrenders involve negotiations, so there this is actually intentional (partly compensation payments). The mod just does no telegraph that too well I guess. I'll have a look at it.Nider_01 wrote:Player surrenders and zoltan diplomacy surrenders often have issues like that:
The thing keeps refusing to obey to its blueprint it seems.Nider_01 wrote:Minor bug: crystal vengeance's projectiles deal 1 damage, but description says that they should deal 2 dmg.
Yeah, there is definitely more that can be done there. Chain Beam sounds good. Did you get an adaptive beam yet? They do similar things, but with gaining damage.spudcosmic wrote:You know, we should take some time to all brainstorm more AE CE weapon ideas. I can't really think of anything myself right now, too late in the night for creativity, but I feel there's so much potential with the new combat mechanics in AE and that the current CE build isn't taking advantage of it as much as it could.
Edit: Nevermind, that picture of a vulcan cannon a few post up stirred a bit of creative juices: How about a vulcan focus beam? With 2 damage to give it an lethal edge over the vanilla vulcan, but 1 damage would still be pretty powerful... drain their shields and they will die a death of a thousand cuts.
The thing with bombs is that they deal their damage after finishing their projectile animation (when they teleport in) and that can't really be done with other weapon types. SomethingRussian Rockman wrote: Some other ideas might be a "charge" cluster bomb if that is possible. A Vulcan type weapon that is instead a charge (rather than chain) weapon and can charge slowly for up to 5-6 projectiles. And a charge mine launcher.
Basically I'm OK with that but It would pretty much mean redesigning a weapon for some arguably increase in coherency. I'm more or less fine that the scatter burst lasers appear as some kind of auto shotgun and the classic Flaks as well as the Scatter Laser Flak take the role of the massive blast guns.spudcosmic wrote:I'm thinking you should change scatter lasers into "laser shotguns" with the flak targeting; just a purely cosmetic change to make them feel different from the burst lasers. If you make the AoE range tight enough so it can't miss rooms and just have the amount of shots equal to the the scatter laser level, it wouldn't make the damage any different from normal scatter lasers right? This might also make room for a mid scatter laser with three shots and two power.
I favor leaving them as they are in order to have them more clearly telegraph that they effectively deal ion damage.Russian Rockman wrote: EDIT: did you ever get around to making Effector warnings purple? I think that would be a good change consistency wise and graphically.
The main advantage of trading is that it removes risk. Profits might be smaller than what you might get from the jumps you loose (at last in late game), but the trade profits are always guaranteed and risk-free. The jumps you spend might just as well give you nothing or even have you expand resources, sustain damage, kill crew or make terminal mistakes (not implying that you are, but its a possibility.) Trading removes this risk entirely and you might even exceed regular reward levels when pulling of a good trade in early game. Of course everything might go fine with regular beacons and you might even get free scrap. But trading simply takes all this out of the equation and gives you increased control. You know that you will make some scrap at the next shop, right where you need it. There are also scenarios when trading does not even involve actual time loss due to map layout. Further some augs can vastly improve trade efficiency and knowing which sector types demands which goods and planing your rout to maximize profits can also be very effective.RaiseoHitsu wrote:Spectacular mod as always, although I have a question about trading, is it even worth it?
I play on hard difficulty and I always tried to buy Luxury goods and sell them in different sectors (since the Slug said something about Zoltan loving Luxuries).
Well, I always manage to sell the merchandise for 60 scrap with a total of 30 scrap profit (more or less, usually less).
Now, considering that selling and buying uses 1 extra fleet jump each, essentially, I make 4 jumps to make a 30 scrap profit, 2 jumps if you don't consider the shop stop.
Even if you do it from sector 1 it hardly seems worth it, am I missing something here?
Glad you asked, the point of trading is of course "supply v. demand" you can sell good anywhere for what is usually about 30 scrap. BUT, certain goods sell better in certain sectors! For example, medical supplies will sell well in Quarantine sectors, drone parts will sell well in Mantis sectors, and luxury goods will sell well in Slug Sectors! It's a really awesome system. Some goods well for ridiculous prices like 90+ scrap!!!RaiseoHitsu wrote:Spectacular mod as always, although I have a question about trading, is it even worth it?
I play on hard difficulty and I always tried to buy Luxury goods and sell them in different sectors (since the Slug said something about Zoltan loving Luxuries).
Well, I always manage to sell the merchandise for 60 scrap with a total of 30 scrap profit (more or less, usually less).
Now, considering that selling and buying uses 1 extra fleet jump each, essentially, I make 4 jumps to make a 30 scrap profit, 2 jumps if you don't consider the shop stop.
Even if you do it from sector 1 it hardly seems worth it, am I missing something here?
Yes, that's why I'm trying to pick up trading, it's difficult to gain scrap on hard, so it is somewhat encouraged even if you're not a trader vessel. So far I made 3-4 games with the Federation Cruiser B, it seems slightly easier than vanilla hard, but harder than vanilla normal. Of course, this is purely hypothetical since I had a slug member that let me survive most of the really dangerous events but I noticed a battle station at sector 3 having only 1 shield.Sleeper Service wrote:Thinking of it: Trading might be worth it even more on Hard, as trade profit is static but global rewards are lower. Also thumbs up for playing CE on Hard.How does that go?
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spy crew member and the bounty hunter event, luckily, as I said before, the slug saved me most of these, but the bounty hunter did a real number on my ship anyways.
Last time I checked the Crystal Vengeance did do 2 hull damage so don't discount it just yet. I really think you should give it -# personnel damage still though so that it doesn't kill you r own Crystal boarders and it is more worth keeping.Sleeper Service wrote:The thing keeps refusing to obey to its blueprint it seems.Nider_01 wrote:Minor bug: crystal vengeance's projectiles deal 1 damage, but description says that they should deal 2 dmg.![]()
Hmm, that's a good point, I guess it would be more confusing for new people to know what it actually did. Perhaps you could just make the enemy ones purple then?Sleeper Service wrote:I favor leaving them as they are in order to have them more clearly telegraph that they effectively deal ion damage.Russian Rockman wrote: EDIT: did you ever get around to making Effector warnings purple? I think that would be a good change consistency wise and graphically.
I personally wouldn't mind if you made it so that the bombs do their system damage immediately and then the explosion animation was extended to show the bomb ticking for about a second and then blowing up afterwards, but yeah you're right, it would be too weird, oh well.Sleeper Service wrote:The thing with bombs is that they deal their damage after finishing their projectile animation (when they teleport in) and that can't really be done with other weapon types.Russian Rockman wrote: Some other ideas might be a "charge" cluster bomb if that is possible. A Vulcan type weapon that is instead a charge (rather than chain) weapon and can charge slowly for up to 5-6 projectiles. And a charge mine launcher.