Re: FTL Captains Edition 1.055
Posted: Sun Sep 22, 2013 9:06 am
Nider, while I don't quite understand the last bug report, the first one is in fact not a bug. Working as intended - it's supposed to deal less damage to systems.
Official Forum for FTL: Faster Than Light and Into the Breach
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It's the Rebels! It's the Rebels, I tell you!Sleeper Service wrote:The update also includes a lot new distress events. They seem to be the most generic thing during a play-through, no matter where you go, someone always sets their science-labs on fire... it's almost like some evil corporation does this on purpose. The new events should add some variety and also allow to use things in blue options that have been previously unused.
First of all: The addon was indeed more designed as a showcase option at first. Still, the balance is about how things are done in Vanilla: Some ships are great, some ships have great weaknesses. Keeps things interesting and makes each ship pose a certain kind of challenge. Some things have been shuffled around, so other ships might be powerhouses now, while other might suck more.Solarion wrote:Hi,
I've been following the mod for a while now, and I just downloaded the add-on that lets ships start with the new weapons.
To be honest, I feel that the balance is, pardon my saying so, completely bonkers. Was this intended to be balanced, or was it only intended to showcase new options?
A few examples to illustrate my question:
Federation Cruiser A with only a dual laser now (i.e. effectively burst laser 1 instead of 2). Why? That ship had enough firepower problems as it was. It gets nothing in return. On the other hand, giving the Federation B a 5-sec reload laser add significantly to its power, and a consumer goods to boot. Again, why?
The slug A now has no penetration power whatsoever. It originally had a bomb which could disable shields, now it has no way of damaging anything with shields (yes, I know how light lasers work. Tell that to the drones with shields.) The same goes for Mantis A. Removing any ability to damage drones can be debilitating in early sectors.
Thanks for all the reports Nider. If looked into it an will fix some stuff shortly.Nider_01 wrote:I get ''small minelauncher'' enemy weapon as reward for quest.
That is indeed an odd result of how the scatter lasers work, its kind of intended.Nider_01 wrote:Find a bug: heavy scatter laser have -1 system damage in description.
CE has not assimilated TTT entirely. It uses ist's own events and risk/reward distribution for taking on the fleet.Kieve wrote:I was under the impression T³ was already integrated with CE? Or is it just borrowing the Rebel Destroyer?
I know I gave permission to have the risk/reward factor (events) from T³ rolled into CE, since I'm no longer developing it.
Thanks for your suggestions Zandorum. The sector names might seem confusing and random at first. But the naming follows a system. Parts of the names are indicators that can tell you where you are actually going. The sector naming is just like Vanilla FTL: you will get to know things better after some time and gain more control. Faction suffixes would not be possible, as there is way to little space on the beacon map interface.Zandorum wrote:I've played this mod for a Few days and I feel like the following could be done to improve it immensely:
Tweaks:
- Each Sector say's "(Zoltan)" or w/e it is on it so If were doing the Crystal Mission its possible without flying blindly example "10x10c (Zoltan)".
- There multiple misspellings which I think should be corrected.
- New Enemies appear alot more than they do now.
New Features:
- I think it would be cool to have the ability to get a "Ghost" (Computer) crew member from a new event.
- Turning the Tides should be apart of this (The ability to attack the Rebels and hold them back temporarily).
- Dual Lasers can be bought but they are uncommon.
- A neutral Rock event.
- A distress Slug event.
- Rare chance for when you decline the "Toll" you get into a fight but they power up their FTL to run.
- Stronger Pirates.
- Ambush Event where the Enemy has the Pre-Igniter.
- Market Sector which has at least 5 Stores but there's alot of "Mugging" events.
- Fire Beam as a possible weapon for the stolen cargo event.
- Event where enemy has an FTL Jammer (Possibly a Mix event of this an the Pre-Igniter can happen as well).
- The last sector would have a way to go back to the first sector which is randomly generated once again, including on the map. If you beat the boss the game doesn't end.
- Possibility for Crystal fight from Zoltan Wiseman Rifts (1/4 chance of it being an option).
- Rebels rarely surrender their goods but the FTL out and it alerts the Rebels.
- Sector Mini Bosses that but you dont always encounter them.
- Defeating Mini Bosses CAN not always give a Reward quest marker which can also be a Trap.
New Enemies (Sector Bosses):
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10839
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=16782
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10439
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10942
Mod Integration:
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10997
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3483
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=12367
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3365
- http://www.ftlgame.com/forum/viewtopic.php?f=11&t=11469
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3453 (As a Random Event Gettable crew member Type as well as a Ghost Sector).
- http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2297 (Athena Missiles and the Ion Beam as an Extremely Rare Event Random).
Note: I made an account just to post this, I love this mod.