FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
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SpaceDux
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Joined: Sat Jun 07, 2014 5:31 pm

Re: FTL Captain's Edition 1.227/Inf 1.225/EL 1.225b

Post by SpaceDux »

Could you guys make it so once a boarding drone has destroyed all systems in a confined ship location that it attacks the ships hull from the inside.

ie: I'm playing mantis B and its annoying when I come across auto drone with systems permanently separated. The boarding drone only has one system to kill and with no weapons and no oxygen the only way to kill the ship is to wait an hour until the boarding drone to keep killing the same system over and over.
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Estel
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Re: FTL Captain's Edition 1.227/Inf 1.225/EL 1.225b

Post by Estel »

Not necessary true, as confined ship's rooms get breach when boarding drone hits it (in fact, it's true for any room, not only confined ;) ), which means that auto-repair won't work there.

The only way to deal with it is to educate yourelf about using lvl => 2 teleporter, and finishing all hull points with mantises, then, using drone for destroying ship at last hull point. Good tactic is to fire it first, then unpower, if you're fighting with an auto ship that have empty separated rooms - drone may hit such place, which mean you're screwed in that fight. No such problems in auto ships with inter-conneced rooms (unless it have AP drone there ;) ).

Adapting is the only solution, as your idea is not possible to implement due to modding limitations, anyway.

/Estel
fugu
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Re: FTL Captain's Edition 1.227/Inf 1.225/EL 1.225b

Post by fugu »

Killing all crew on a refugee ship doesn't provide any rewards.
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Sleeper Service
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Sleeper Service »

I always assumed the Mantis ships inability to deal with auto ships is part of its individual balance. I'm not even sure if the drone-kill technique was something the defs intended. Even with connected ships it takes really long. Its really up to the individual player if he/she wants to go through this tedium to get some more scrap. Anyway, as Estel mentioned the drone cant be changed anyway.

CE Update 1.228
- Auto Lasers gained a small fire chance
- Targeting Jammer and Drone Uplink Jammer pre-fight options display their power cost correctly now
- Unknown refugee ships have to be hailed and fully identified before they can be pirated
- Fixed one refugee event that was not loading the correct ship
- Enabled breaking truce with Lanius ships
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SpaceDux
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by SpaceDux »

BUG REPORT:

I think there is a bug, MANTIS B HARD, it starts with level 1 engines so you have to activate ftl on fumes at the start of the first sector, it says fleet pursuit doubled for 2 jumps but the double jumps continued through the entire sector and through all sectors following even after upgrading the engines and choosing standard engine power.

This occurred every time.

Bug?
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Sleeper Service
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Sleeper Service »

Odd. Did you save and reload the game at the entrance beacon? That might cause this... I was unable to reproduce this when playing through the sectors normally. Did you upgrade your engines in sector one or two? Also what do you mean by "the double jumps continued through the entire sector"? Did you get additional fleet pursuit at each beacon in sector one?
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fugu
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by fugu »

Bug: this uncalibrated light laser II appears to have lost 2 projectiles.

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edit: I've tested the weapon, and it fires the correct amount of projectiles. It seems that the description is wrong.
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Sleeper Service
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Sleeper Service »

That description is automatically generated. Flak weapons that fire in bursts seem to cause this. The game treats this weapon as a flak gun that fires only one projectile, ignoring the fact that it fires three times. Can't be fixed.
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Russian Rockman
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Russian Rockman »

Sleeper Service wrote:That description is automatically generated. Flak weapons that fire in bursts seem to cause this. The game treats this weapon as a flak gun that fires only one projectile, ignoring the fact that it fires three times. Can't be fixed.
I'm "pretty sure" I put the <radius> tag on a non-flak weapon and it had the same effect. I'm not sure if that made the game consider it a flak weapon, but I don't think so. You should try adding the radius tag without changing the weapon to burst. ;). Unless that's what you already did...

Really the only thing Burst seems useful for to me is to not crash the game when firing more than 3 projectiles with artillery. Other than that it's really just for effect. The radius and spin tags seem to work on other weapon types as well. Sadly radius doesn't work right for cluster bombs. :(
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Sleeper Service
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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Post by Sleeper Service »

The "Uncalibrated" prefix changes the weapon into BURST type. As fugu mentioned the weapon works as intended, the auto description just cant deal with BURST type weapon that have more than one in <shots>. It always displays the amount of shots fired in one burst, not the total amount.
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