FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- thinkpad
- Posts: 10
- Joined: Sat May 17, 2014 2:44 am
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
Sleeper, would it be possible to host the CE file on Dropbox? I really don't like using Mediafire. If you can that would be great, Dropbox has a bandwidth limit of 20gb/day.
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
thinkpad wrote:Sleeper, would it be possible to host the CE file on Dropbox? I really don't like using Mediafire. If you can that would be great, Dropbox has a bandwidth limit of 20gb/day.
he answered this already and people are struggling to do a drop box version.
If there is to many people downloading from drop box it just stops for awhile, if he put it on drop box for a popular mod like this then you may need to wait a couple days for another 10 people to download it and if you are not it wait a couple more days and so on. Media fire so far is the best.
I know, I do not like it either, but it's for the greater good.
R4V3-0N, a dreamer.
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
Nope, there is already an augment close to this in CE and I think vanilla game, CE makes those PDT's friendly occur, while I think in game there is one for ASB's, or I think CE made one for ASB's, etc....DiplomaticImmunity wrote:One thing I have against having artillery from the beginning on all ships is that it's making all ships limited in what systems they can pick up, you have only 2 slots availible out of 3. Cloaking/Mind Control/Hacking/whatever wouldn't work and not everyone is a fan of huge cannons of doom and bunnies.
I'm not sure if it's possible to code an augment that adds a whole system... would be cool if that was the case, though.
R4V3-0N, a dreamer.
- thinkpad
- Posts: 10
- Joined: Sat May 17, 2014 2:44 am
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
Ok, thanks for the info. I will just have to deal with Mediafire then.R4V3-0N wrote:thinkpad wrote:Sleeper, would it be possible to host the CE file on Dropbox? I really don't like using Mediafire. If you can that would be great, Dropbox has a bandwidth limit of 20gb/day.
he answered this already and people are struggling to do a drop box version.
If there is to many people downloading from drop box it just stops for awhile, if he put it on drop box for a popular mod like this then you may need to wait a couple days for another 10 people to download it and if you are not it wait a couple more days and so on. Media fire so far is the best.
I know, I do not like it either, but it's for the greater good.
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- Posts: 9
- Joined: Fri May 16, 2014 9:44 am
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
Is there a dl for this that doesn't put malware on my computer?
- Estel
- Posts: 465
- Joined: Sat Jun 22, 2013 4:03 am
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
Sleeper, I've played with the artillery a little more and frankly, it appears so rarely in shop (most of the time, I don't meet it till sector 4 or 5, at all), that I don't think anymore, that having it with the warning about saves (if all proposed methods to circumvent it fail) would unbalance game for the runs when we need to save&quit. And artillery is really awesomely integrated and balanced, by fact that it takes place of another possible system, by it's price, etc. It was very much fun to play with it.
As for the thing with artillery from start but disabled until lvl2 or augment - would it be possible to mod if the way, that hacking or mind control would replace it on purchase, just like clone bay replaces medbay? Player wouldn't loose anything, as artillery lvl1 would be for free from start and just a placeholder, in practice.
If not, then, indeed, it may be some kind of problem. In such case, having it with the warning seems like best idea - after all, we can roughly decide, if we can purchase it (and save scrap for it), or we're going to end this session before end. And in cases that session becomes long (and we don't want to mess with virtual machine) - well, there is a minimization and keeping machine ON. I remember it from the days of old Amiga games, for when we had no spare formatted 3,5'' disk for saves
/Estel
// Edit
BTW, had an awesome run with Stealth B today. Just like with everything on CE/Hard, it started HARD, and in fact, during first 4 sessions I haven't bee able to leave sector 2
It forced me to think really creatively on how to soften the ship edges (go around it's weak points), and 5th session ended in end of sector 4. Decided not to give up, and 5th session was going OK, with it's up and downs. Until I got a Maul Beam in the end of sector 3, from when it started to went just awesome. I was on absolutely sure Stealth C unlock, and possibly win - had heck of shields, engines, fully upgraded artillery, and 300 scrap in hold, at the middle of sector 6!.
Then, a simple not-so-dangerous Lanius ship bring my crew to their knees, thanks to fckn teleporter. Well, it seems that I had too few fights with Lanius boarders before. Just 2 of them took my whole ship apart - actually, managed to repel first boarding wave, but they returned way too fast.
Of course, I could have easily win that. If I would only be experienced with them enough to know, that their lvl 2 teleporter is much more dangerous than 4 weapons (artillery, missile flak or smth like that, burst laser IV or 5, and Halberd Beam) - foolishly, I decided to first take weapons our with my maul beam. Silly - those cruiser-like armanent is *nothing* compared to 2 oxygen suckers running amok on your ship. Either have oxygen 3, or take their teleport first (or have teleport blocker, but it's not as reliable). Otherwise, don't step into lanius sector if they're further than 4th one, or eat spacedust
Anyway, I've learned lotta hell during that run (which doesn't happen so often during my FTL playthrougs anymore, not in so large experience quantity), and I observed something about maul beam. sleepy, I know that you've nerfed it first, then, after some months, buffed it a little - now, it's *almost* balanced. Almost, as it's still at least 2x better than Glaive, in practice. I understand the whole concept of overall high damage around many systems vs focused damage, but Glaive is 25 second cooldown 3 damage per room, and Maul Beam is 5 damage focus with 18 seconds cooldown. It's a little off, in practice - trust me, since getting maul, I haven't touched my glaive with a long stick, and sold it at first opportunity.
I think that making maul 20 or 21 seconds cooldown would balance it almost ideally. 18 is a little too short, it just kick the dirt out of everything. For the very first time since playing CE/Hard, I wasn't (like in old days) afraid of venturing into fleet-controlled teritories. On sector 5, blowed 2 cruiser and battleship in a row (why, ah why rebel fleet delay doesn't add?), without losing damage. All thanks to Maul (and later, single sucking hull laser 1, just to take one shield bubble and make maul even more rockin'), mostly. I wouldn't dare to ignore them so much with *any* other weapon. I think it's a little off, if just by having it+ anything else, we're, basically, set up for at least up to flagship fight (on Hard, again). In it's current state, I would buy maul even for 300 scrap. totally worth the resources (if you can hoard them before, that is).
Speaking of which - the focus beam step below maul (can't remember name... Mace beam?) have a little too low cooldown, to. By chance, it shots *exactly* as often as heavy lasers (10 seconds), which seems a little to short for 2 damage, 1 shield-piercing, never-missing thing. I think that 12 would make it more sane.
/Estel
As for the thing with artillery from start but disabled until lvl2 or augment - would it be possible to mod if the way, that hacking or mind control would replace it on purchase, just like clone bay replaces medbay? Player wouldn't loose anything, as artillery lvl1 would be for free from start and just a placeholder, in practice.
If not, then, indeed, it may be some kind of problem. In such case, having it with the warning seems like best idea - after all, we can roughly decide, if we can purchase it (and save scrap for it), or we're going to end this session before end. And in cases that session becomes long (and we don't want to mess with virtual machine) - well, there is a minimization and keeping machine ON. I remember it from the days of old Amiga games, for when we had no spare formatted 3,5'' disk for saves

/Estel
// Edit
BTW, had an awesome run with Stealth B today. Just like with everything on CE/Hard, it started HARD, and in fact, during first 4 sessions I haven't bee able to leave sector 2

Then, a simple not-so-dangerous Lanius ship bring my crew to their knees, thanks to fckn teleporter. Well, it seems that I had too few fights with Lanius boarders before. Just 2 of them took my whole ship apart - actually, managed to repel first boarding wave, but they returned way too fast.
Of course, I could have easily win that. If I would only be experienced with them enough to know, that their lvl 2 teleporter is much more dangerous than 4 weapons (artillery, missile flak or smth like that, burst laser IV or 5, and Halberd Beam) - foolishly, I decided to first take weapons our with my maul beam. Silly - those cruiser-like armanent is *nothing* compared to 2 oxygen suckers running amok on your ship. Either have oxygen 3, or take their teleport first (or have teleport blocker, but it's not as reliable). Otherwise, don't step into lanius sector if they're further than 4th one, or eat spacedust

Anyway, I've learned lotta hell during that run (which doesn't happen so often during my FTL playthrougs anymore, not in so large experience quantity), and I observed something about maul beam. sleepy, I know that you've nerfed it first, then, after some months, buffed it a little - now, it's *almost* balanced. Almost, as it's still at least 2x better than Glaive, in practice. I understand the whole concept of overall high damage around many systems vs focused damage, but Glaive is 25 second cooldown 3 damage per room, and Maul Beam is 5 damage focus with 18 seconds cooldown. It's a little off, in practice - trust me, since getting maul, I haven't touched my glaive with a long stick, and sold it at first opportunity.
I think that making maul 20 or 21 seconds cooldown would balance it almost ideally. 18 is a little too short, it just kick the dirt out of everything. For the very first time since playing CE/Hard, I wasn't (like in old days) afraid of venturing into fleet-controlled teritories. On sector 5, blowed 2 cruiser and battleship in a row (why, ah why rebel fleet delay doesn't add?), without losing damage. All thanks to Maul (and later, single sucking hull laser 1, just to take one shield bubble and make maul even more rockin'), mostly. I wouldn't dare to ignore them so much with *any* other weapon. I think it's a little off, if just by having it+ anything else, we're, basically, set up for at least up to flagship fight (on Hard, again). In it's current state, I would buy maul even for 300 scrap. totally worth the resources (if you can hoard them before, that is).
Speaking of which - the focus beam step below maul (can't remember name... Mace beam?) have a little too low cooldown, to. By chance, it shots *exactly* as often as heavy lasers (10 seconds), which seems a little to short for 2 damage, 1 shield-piercing, never-missing thing. I think that 12 would make it more sane.
/Estel
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- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
I am hooping that Vhati's Profile Editor will eventually allow us to get more than 8 systems mid-game. Maybe by "cheating" we will be able to install artillery on our ship.
I suppose it could be left in Captain's Edition with the warning, but that implies to new people that Captain's Edition is buggy in other things. I think it would best be an add-on or even separate mod. I was also thinking about releasing, the Open Artillery stuff at least, as a resource for custom ship creators to use so they can install unique artillery on their ships from the start, CE's artillery would make this much better.
Hopefully Matthew and Justin will just fix this in the next update though, they've been know to fix other small things like this.

I suppose it could be left in Captain's Edition with the warning, but that implies to new people that Captain's Edition is buggy in other things. I think it would best be an add-on or even separate mod. I was also thinking about releasing, the Open Artillery stuff at least, as a resource for custom ship creators to use so they can install unique artillery on their ships from the start, CE's artillery would make this much better.
Hopefully Matthew and Justin will just fix this in the next update though, they've been know to fix other small things like this.

- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
Quite the contrary, there is no dl for this that actually does put maleware on your computer. All the links lead to standard mediafire download sites, not sure what you are clicking on.firsTraveler wrote:Is there a dl for this that doesn't put malware on my computer?
Considered.Estel wrote:I think that making maul 20 or 21 seconds cooldown would balance it almost ideally. 18 is a little too short, it just kick the dirt out of everything. For the very first time since playing CE/Hard, I wasn't (like in old days) afraid of venturing into fleet-controlled teritories. On sector 5, blowed 2 cruiser and battleship in a row (why, ah why rebel fleet delay doesn't add?), without losing damage. All thanks to Maul (and later, single sucking hull laser 1, just to take one shield bubble and make maul even more rockin'), mostly. I wouldn't dare to ignore them so much with *any* other weapon. I think it's a little off, if just by having it+ anything else, we're, basically, set up for at least up to flagship fight (on Hard, again). In it's current state, I would buy maul even for 300 scrap. totally worth the resources (if you can hoard them before, that is).
Speaking of which - the focus beam step below maul (can't remember name... Mace beam?) have a little too low cooldown, to. By chance, it shots *exactly* as often as heavy lasers (10 seconds), which seems a little to short for 2 damage, 1 shield-piercing, never-missing thing. I think that 12 would make it more sane.
Yeah, I'm not very happy with that solution but for now it is, in comparison, still the most elegant one. Disabling artillery in all events would not be that difficult to implement, but it just does not work out very well overall. I'm pretty sure it would offset all artillery cooldowns, cause we can only control their base cooldown. The modifiers are all static percentages. Overall, I don't really see this as an option.Estel wrote:If not, then, indeed, it may be some kind of problem. In such case, having it with the warning seems like best idea - after all, we can roughly decide, if we can purchase it (and save scrap for it), or we're going to end this session before end. And in cases that session becomes long (and we don't want to mess with virtual machine) - well, there is a minimization and keeping machine ON.
Estel wrote:Then, a simple not-so-dangerous Lanius ship bring my crew to their knees, thanks to fckn teleporter. Well, it seems that I had too few fights with Lanius boarders before. Just 2 of them took my whole ship apart - actually, managed to repel first boarding wave, but they returned way too fast.


- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
In his deffense, Media fire does seem a bit... confussing, with about 5 or 6 buttons saying download while most of them isn't the file you wanted to download and it has spammed pop up adds and other adds and stuff. but that's only when I went on it. So the malware idea could have spawned by the fact there is dodgy stuff everywhere, could be that I and him isn't running an add blocker or a good one.
this is one of the reasons most people want a dropbox download.

R4V3-0N, a dreamer.
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- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.214c/Inf 1.214b/EL 1.213
ABP literally takes less than a minute to install.R4V3-0N wrote:In his deffense, Media fire does seem a bit... confussing, with about 5 or 6 buttons saying download while most of them isn't the file you wanted to download and it has spammed pop up adds and other adds and stuff. but that's only when I went on it. So the malware idea could have spawned by the fact there is dodgy stuff everywhere, could be that I and him isn't running an add blocker or a good one.this is one of the reasons most people want a dropbox download.
