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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 07, 2014 6:29 pm
by Grani
I've just realized (not the hard way, fortunately) that buying artillery will make you unable to load a saved game. There was a warning regarding it in artillery's tooltip, so I know that this is a known problem, but is it a bug that's being worked on? And is it specific to some optional Captain's Edition's content (like CE Infinite or Endless Loot) or is it a bug of the mod itself?

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 07, 2014 6:35 pm
by condonzack
Its not a bug as much as the game isn't built for any ship but the fed cruiser to have artillery. Since the part of the game that handles saving isn't moddable there is nothing that can be done to make saving with artillery possible.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 07, 2014 7:32 pm
by Grani
Ah, I see.
That's a real pity. Oh well. :)

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 07, 2014 9:15 pm
by Estel
condonzack wrote: Do you think the homeworlds could be differentiated more? I love the idea that you have to learn what all the names mean, like learning items effects in a classic roguelike. But you should be about to learn "this means this is a homeworld! cool, let me search for non-distress beacons" too.
I think that Rebel "homeworlds" have different sector name, just like it's the case with any other faction. For example, "Home volume" is always engi homeworld, etc (each faction have unique sector name, that means it's their homeworld). So, after a bit of playing, you should be able to recognize it.

Although, all factions have special "welcome text" when you arrive at the sector - if it's true that Rebel stronghold have this text mixed up with regular rebel sectors one, it makes learning rebel's naming pattern PITA. I would opt for giving rebs homeworld unique welcome text, even if it's vanilla thing (call it fixing vanilla bug/nuisance).
condonzack wrote:I guess that makes sense, when it comes to the load outs. I think that both engi a and b are harder with the ce versions, so i might just go vanilla to unlock the cruiser. Honestly there are some loadouts I prefer from vanilla and some I prefer from ce.
You can unpack "vanilla loadouts addon" and easily modify it text files, giving those ships that you like to a CE's loadout :) It's really easy process, just unpack both mods, focus on files that are present in both extracts (ignore files starting with ~), and copy/paste what you want from Ce loadouts to vanilla ones. As said, I used this method to give pirate-painted fed ships requisition license, cause not having it feels just like a bug ;)
condonzack wrote:I'd really really love an optional AI player ship.
Nice idea, that just waits for someone to realize it ;) There is auto-cruiser, but I guess you're talking about CE's-looking AI ships, not auto ones. Well, one could use what is already in CE and make one...
condonzack wrote:Also an Idea I had was that the rogue AIs should be totally terrified of Lanius. And Lanius have problems recognizing the ais exist. Like, they barely notice these weird light beings as they happily munch on the machinery that keeps them alive. IN fact, I can't help but imagine the reason the AIs haven't attacked anyone is because they are afraid of attracting the lanius, who don't need air either.
Interesting idea, personally, I like it :) Although implementation in mechanical level (what blue option having lanius crewmembers in AI sector gives) can be a bit tricky. Unless it would be just (or almost "just") lore-wise - cause, in actual game, Laniuses indeed have quite easy time ripping holo avatars to pieces. which reminds me of my first time when I tried this tactic, and 2/3 of AI ships were bugged, containing O2 systems and army of self-destruct Zoltans, instead of AI's... :lol:
condonzack wrote:I also think there needs to be another style of human station. Its fine that the other races have only one style but it seems like at least half of all stations you see are going to be variations of the fed t style. Just a another configuration would break up the monotony a lot.
As soon as someone takes painting tools and create some nice stations (preferably, with gibs) that macth the lore, I'm pretty sure Sleeper will be happy to include it, like he did in the past with some great shios/stations that people have created with CE in mind.

/Estel

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 07, 2014 9:28 pm
by condonzack
@Estel

PITA? Don't know what that means. I wish I knew where to look in the files to find all the sector names. Learning them has been fun but I'm sick of it.

I wish I had artistic talent, because I have all sorts of ideas about how a an AI ship or new fed station would look/work but no ability to implement it. Mostly I think we need more drone focused ships, and AIs seem like a fun option for that.

With my Lanius vs AI idea, I imagined a scattered few blue options and some chat with crew member things. Like, you talk to your AI and it notes that it had to reprogram itself not to think about Lanius because it kept running threat analysis and having panic attacks. The best part of having Lanuis vs AI stuff is as you say- the mechanics support the idea.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Tue Jul 08, 2014 3:51 am
by RAD-82
condonzack wrote:I wish I knew where to look in the files to find all the sector names. Learning them has been fun but I'm sick of it.
If you've unzipped the .ftl files, then you want to look at sector_data.xml. (Probably sector_data.xml.append.) Search for REBEL_SECTOR_MINIBOSS to find the Rebel Stronghold. The possible names will be in the nameList.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Tue Jul 08, 2014 4:07 am
by Mandrake
In a recent play-through I received a teleporter disruptor from a bunch of pirates begging for mercy after an ill-attempted raid on my ship. :twisted: I wasn't sure it would be of much use until I discovered that it can stop that horrible bounty hunter from appearing. :D

Also noted a small typo in a Federation sector event:

"A battle of planetary scale takes place here. The local Federation garrison is under heavy attack from space. When you try to contact the base, a Rebel gunboat immediately scrambles your comes and gets into an attack vector."

I'd assume the word 'comes' should be 'comms'.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Tue Jul 08, 2014 7:55 am
by Krazyguy75
condonzack wrote:PITA? Don't know what that means.
Well, I'm guessing the first three words are "pain in the" but I'm completely stumped as to the last one.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Tue Jul 08, 2014 10:11 am
by Nider_01
You might look at vanilla "store resque" event because you can't use combat augs when you fight with Rebel ship in it

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Wed Jul 09, 2014 4:27 pm
by SpaceDux
So no one elses MANTIS B is has MASSIVE JUMPS across the whole first sector and beyond.