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Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Wed Apr 23, 2014 8:05 pm
by rannl
StingRay88 wrote:When I'm installing the mods('BPaB" to "CE Non-EL Enemy Loadouts") SMM always hangs up at "CE Endless Loot Addon for CE Infinite." The progess bar doesn't move or anything.
See the troubleshooting guide at the first page of this thread.
You probably have a java version issue. If you have a 64b system, make sure you're java version is up to date and is a 64b version of the jdk/jre. If you have a 32b system, run the SMM directly via the command line using the command:
java -Xms1024M -Xms1024M -jar modman.jar

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Wed Apr 23, 2014 8:24 pm
by Sleeper Service
Kaerius wrote:Any chance you can exempt weapons that don't do regular/system damage from the wide spread prefix? I've noticed that they actually repair enemy systems...
Oh and prefixes that reduce normal damage on a non-damaging weapon can actually heal enemy hull(and systems), somewhat more useful than only system healing though, since there's times when you just want to kill the crew but leave the hull intact.
On a more OP note, I had a missile system that shoots 4 cloaked missiles(forget the name) get the shredder prefix, -1 hull damage, +2 system damage, +2 crew damage... yeah that was fun, if all missiles hit that's 12 system damage and 180 crew damage to that room, no hull damage but it knocked out shields and killed the shield technician... Cloaked so defense drones can't shoot them down... sniper ahoy!
Thanks for pointing that out. That will be fixed.
Russian Rockman wrote:The BpaB 1.3.1 issue has actually been reported by several people since as long as I can remember. It's a rare issue though...
Strangly enough the previous version (1.2?) of BPaB seems to work for most people. I recommend giving that a shot.
Russian Rockman wrote:Also, not sure if you saw my post about this on the R&D thread, but Sleeper have you considered adding different artillery weapons to some of the enemy ships. Maybe just really strong ones like the Rebel Capital ships and stuff, or maybe Stations!. I think artillery weapons would really mix up combat because thy would give you something to fire on other than weapons. It would be a lot harder to take out all their damaging capabilities since they would have basically two weapon rooms. And then you would have to use some different tactics which is always a good thing.
Looks like the Open Artillery mod already is going for this, but it is a possibility.
Saizew wrote:Is it intentionally, that only the "Offer surrender"-Option appears? #Laniusencounter
That will be taken care of, thanks for reporting this.

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Wed Apr 23, 2014 8:26 pm
by ciopo
there is a bug with endless loot (infinite), perhabs it have been reported already, but on 294 pages.. I don't dare dwelve into it.

Anyway, I've ben hit with an enemy weapon that repaired the system installed on the hitted room, while it did hull damage. I *think* it may have been a (faulty? safe? whatever prefix is -system damage) scatter laser

... Ok I'm an idiot and next time I promise I will read at least the last page ._. sorry :lol:

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Wed Apr 23, 2014 9:32 pm
by Russian Rockman
Sleeper Service wrote:
Russian Rockman wrote:The BpaB 1.3.1 issue has actually been reported by several people since as long as I can remember. It's a rare issue though...
Strangly enough the previous version (1.2?) of BPaB seems to work for most people. I recommend giving that a shot.
Yeah version 1.2.1 works fine for me when I had this problem before. I've actually learned to like it more than 1.3.1 since they are all custom made backgrounds in that one. No Hubble images.
Russian Rockman wrote:Also, not sure if you saw my post about this on the R&D thread, but Sleeper have you considered adding different artillery weapons to some of the enemy ships. Maybe just really strong ones like the Rebel Capital ships and stuff, or maybe Stations!. I think artillery weapons would really mix up combat because thy would give you something to fire on other than weapons. It would be a lot harder to take out all their damaging capabilities since they would have basically two weapon rooms. And then you would have to use some different tactics which is always a good thing.
Looks like the Open Artillery mod already is going for this, but it is a possibility.[/quote]

Yeah when that mod is done integrating artillery into all player ships it will be considered "working". And then the next step would be to integrate artillery into some enemy ships. (Probably just making variants with a little less weapon power and an extra artillery room instead) and then after that's done there would probably be a version that does the same thing for Captain's Edition.

I thought I'd suggest this to you separately though in case you want to incorporate it yourself into CE rather than having it be a mod of a mod from someone else. I think artillery on the Capital ships would fit real nicely. ;)

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Thu Apr 24, 2014 3:00 am
by Ginrikuzuma
I was ALMOST tempted to see how effective this weapon was but I tossed it out....

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Thu Apr 24, 2014 3:30 am
by Saizew
@Sleeper Service

So on a new run, I give EL a try as promised/said. But something seems to confuse my there, or maybe I get something wrong. So just a question for clarification:

The Non EL-Enemy Loadouts prevents only the enemy ships to be equipped with that procedural weapons, but it does NOT prevent the occurance of procedural generated enemy ships in general, e.g. wrecked ships, etc.
Is that correct?

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Thu Apr 24, 2014 3:34 am
by R4V3-0N
Am I the only one who just loves at looking at the images and re-reading the first post here? or is it just me .-.

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Thu Apr 24, 2014 7:59 am
by Russian Rockman
R4V3-0N wrote:Am I the only one who just loves at looking at the images and re-reading the first post here? or is it just me .-.
No I do that too. Makes me a bit nostalgic. ;)

Also, I wish there was a picture with all the vanilla weapons sorted out like the Captain's Edition ones on the first post.

And reading the first post also makes me think about old ideas that were abandoned. Like the Anti-Bio beam drone, why didn't that work exactly? And could an effector drone maybe be more practical now if you made a drone that had burst targeting? And on that note their should be a plasma throwing drone.



Another thing, I've seen several lets plays of people using the Anti-Drone Drone and it never seems to work! I think Captain's Edition could make some really strong and weak varieties of Anti-Drones. Ones that shoot like the freaking turrets and ones that shoot bursts that spread out when they fire so they never miss.



And one more side topic, I'm sad :( that there weren't more varieties of boarding drones added in AE. Those are all hardcoded so I was really hoping to see a Flamethrower Boarding Drone that sets rooms on fire and then has a cooldown like the ion drone, and a Juggernaut Boarding drone that had like 1.5 times the health of a normal boarding drone. Or a drone designed to attack crew and only crew, not systems... Anyway all this is kind of possible with the flying drones, but it's just not as cool as sending boarding drones out to attack the enemy ship from the "inside" out. And I don't even think they made it so that the drone recovery arm gives you back boarding drones now. They could have even made repair drones that repaired things and moved faster. Or even repair drones that would double as interior defense drones, going to stun enemy boarding drones with an EMpulse.

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Thu Apr 24, 2014 8:15 am
by Sleeper Service
Saizew wrote:The Non EL-Enemy Loadouts prevents only the enemy ships to be equipped with that procedural weapons, but it does NOT prevent the occurance of procedural generated enemy ships in general, e.g. wrecked ships, etc.
Is that correct?
Yep, correct. It only prevents enemies from using the weapon variants. New enemy variants will still appear.
Ginrikuzuma wrote:I was ALMOST tempted to see how effective this weapon was but I tossed it out....
Still good to deal one ion damage. :D
Russian Rockman wrote:No I do that too. Makes me a bit nostalgic. ;)
:D
Russian Rockman wrote:And reading the first post also makes me think about old ideas that were abandoned. Like the Anti-Bio beam drone, why didn't that work exactly?
Due to the way automated beam targeting works (always starting at the middle of a random room, moving towards another random room) the anti-bio drone was unable to ever hit crew in certain position on the ship. Which made it appear kind of glitches and would sometimes force you to destroy the ship even though you have effective crew killing gear.
Russian Rockman wrote:And could an effector drone maybe be more practical now if you made a drone that had burst targeting?
I don't think that effects (ha!) that ion damage and shield piercing do not go well together. At last there is an Effector Anti-Drone now...
Russian Rockman wrote:Another thing, I've seen several lets plays of people using the Anti-Drone Drone and it never seems to work! I think Captain's Edition could make some really strong and weak varieties of Anti-Drones. Ones that shoot like the freaking turrets and ones that shoot bursts that spread out when they fire so they never miss.
CE kind of does that already. Try to get you hands on that Effector Anti-Drone, it can disable up to five drones simultaneously on top performance, enough to actually counter parts of the boss drone wave.
Russian Rockman wrote:And on that note their should be a plasma throwing drone.
There definitely should! :)

Re: FTL Captain's Edition 1.206/Inf 1.206/EL 0.96

Posted: Thu Apr 24, 2014 9:00 am
by Russian Rockman
Sleeper Service wrote:
Russian Rockman wrote:And reading the first post also makes me think about old ideas that were abandoned. Like the Anti-Bio beam drone, why didn't that work exactly?
Due to the way automated beam targeting works (always starting at the middle of a random room, moving towards another random room) the anti-bio drone was unable to ever hit crew in certain position on the ship. Which made it appear kind of glitches and would sometimes force you to destroy the ship even though you have effective crew killing gear.
Makes sense. Too bad though. Does Anti-Bio work on a per room basis or per tile basis? I can't remember. Even an Anti-Bio focus beam wouldn't work then... :( Then again we now have "plenty" of other means of taking out the enemy crew with other kinds of drones now. :D It's just my dream to have every weapon type have a drone equivalent.
Sleeper Service wrote:
Russian Rockman wrote:And could an effector drone maybe be more practical now if you made a drone that had burst targeting?
I don't think that effects (ha!) that ion damage and shield piercing do not go well together. At last there is an Effector Anti-Drone now...
Oh right. Derp. Drones+Bombs doesn't work. :evil: Was wondering what that effector drone was. Effector Anti-Drone is good enough for me then. :) Anti-Drone with a baldy radius sounds like a good idea still I think though.
Sleeper Service wrote:
Russian Rockman wrote:And on that note their should be a plasma throwing drone.
There definitely should! :)
:D Hope you didn't already have that one too.


Other question? Was the reason making different shield drones didn't work because they are handled like Boarding, AP, repair and ion drones?