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

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Estel
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Re: FTL Captain's Edition 1.055b

Post by Estel »

Sleeper Service wrote: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.
Despite my love for custom names i was just about to complain about it (after jumping to "Scattered empire" in pursuit of rebels, just to found myself in Rock's Homeworlds 0_o), *BUT* you convinced me again. If it's indeed the case, that after some time and experience, we will start to see a pattern in naming, then really, you've achieved something great - recreating feel of getting to know this game for the first time :)

/Estel

// Edit

Just a little "feedback-on-feedback" - I'm all against increasing chances to appear for new enemies. It would make this mod feels more like total conversion - now, new enemies are something surprising and entertaining. It's really nice to get surprised on your 300+ playthrough.

Just keep in mind problem with many (most) "fantasy" settings multiplayer pseudo-rpg's - plain human seems to be most rare sight in the world. I don't want situation, when standard enemy fighter/bomber/whatever will be a rarity, outnumbered by all kinds of "weirdo" ships.

Imo, current balance old/new ships appearances is close to natural.
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Sleeper Service
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Re: FTL Captain's Edition 1.055c

Post by Sleeper Service »

Oh well, the Heavy Scatter Lasers charge glows where way off. It's fixed now. There seem to be a lot of unused sound effects that are still in the game files. So, Light Lasers got their own sound now as well, one that's nicely in between the actual laser fire sound and the low-fi noise that the crews small arms make.

1.055c
-Heavy Scatter Lasers charge glow positions fixed
-Heavy Scatter Lasers sound volume increased
-Unique sound for Light Lasers added
-Hull Beam Mark I and Hasta Beam length decreased
-Minor event adjustments, some more blue options

aaaaaa50 wrote:Just met the bounty hunter in the second sector. Not to spoil anything, but that ship's pretty terrifying. I barely kept my engines and piloting up long enough to jump out of there, but since my crew were all heavily damaged and both oxygen and medbay had a breach in them I didn't live long. I really want to meet this guy again and tear him to pieces. :twisted:
One of my favourite events! I never encountered it myself though. Depending on how effectively you discover him, the fight can indeed be quite nasty.
Estel wrote:Despite my love for custom names i was just about to complain about it (after jumping to "Scattered empire" in pursuit of rebels, just to found myself in Rock's Homeworlds 0_o), *BUT* you convinced me again. If it's indeed the case, that after some time and experience, we will start to see a pattern in naming, then really, you've achieved something great - recreating feel of getting to know this game for the first time :)
The sector names suggestion-thread actually gives a lot away on that, in case you want to spoil it for youself. ;)
Last edited by Sleeper Service on Mon Sep 23, 2013 12:37 am, edited 2 times in total.
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abyssion425
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Re: FTL Captain's Edition 1.055c

Post by abyssion425 »

good time to bug hunt right?

Missing fire bomb.
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Mantis Teleporter Barge missing weapons and enemy crew walking into medbay to cause a crash to the game
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Sleeper Service
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Re: FTL Captain's Edition 1.055c

Post by Sleeper Service »

Uh OK odd... the bomb-launcher was easy to fix, but I have no idea what's up with the barge. Might be the weapon list... I'll look into it...
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abyssion425
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Re: FTL Captain's Edition 1.055c

Post by abyssion425 »

they were trying to go to teleporter but end up walking to medbay instead, did the AI path messed up?
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NewAgeOfPower
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Re: FTL Captain's Edition 1.055c

Post by NewAgeOfPower »

I'm absolutely enraged at the event which one of your crew 'turns out to be a rebel infiltrator'.

The rebel Cruiser died quickly to my weapons. My crew quickly killed the traitor. But no, I lost my crew member who I diligently trained to gold-proficiency over 5 sectors... And I even tried taking the second choice, saying "After everything we've been through..."

It didn't stop me from winning the game. But goddamnit, it takes time to train up crew! And to lose that investment without possibility of preventing the loss, gah! I'd rather throw 100 scrap out the window than lose a veteran.
abyssion425
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Re: FTL Captain's Edition 1.055c

Post by abyssion425 »

NewAgeOfPower wrote:I'm absolutely enraged at the event which one of your crew 'turns out to be a rebel infiltrator'.

The rebel Cruiser died quickly to my weapons. My crew quickly killed the traitor. But no, I lost my crew member who I diligently trained to gold-proficiency over 5 sectors... And I even tried taking the second choice, saying "After everything we've been through..."

It didn't stop me from winning the game. But goddamnit, it takes time to train up crew! And to lose that investment without possibility of preventing the loss, gah! I'd rather throw 100 scrap out the window than lose a veteran.
I remember getting that event 3 times in 1 playthrough, it was hilarious as it can happen in any sector.
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5thHorseman
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Re: FTL Captain's Edition 1.055c

Post by 5thHorseman »

abyssion425 wrote:
NewAgeOfPower wrote:I'm absolutely enraged at the event which one of your crew 'turns out to be a rebel infiltrator'.
I remember getting that event 3 times in 1 playthrough, it was hilarious as it can happen in any sector.
Maybe there should be an option for you to call the rest of your crew out and ask, "All right. Maybe this will go quicker if you all just tell me who ISN'T a traitor?"
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Estel
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Re: FTL Captain's Edition 1.055c

Post by Estel »

NewAgeOfPower wrote:I'm absolutely enraged at the event which one of your crew 'turns out to be a rebel infiltrator'.

The rebel Cruiser died quickly to my weapons. My crew quickly killed the traitor. But no, I lost my crew member who I diligently trained to gold-proficiency over 5 sectors... And I even tried taking the second choice, saying "After everything we've been through..."

It didn't stop me from winning the game. But goddamnit, it takes time to train up crew! And to lose that investment without possibility of preventing the loss, gah! I'd rather throw 100 scrap out the window than lose a veteran.
This event is absolutely awesome! Yes, it hurts, but I like the idea very much. And, with your choice, there is chance (no idea about %) that he indeed will remain loyal. But, not to spoil anything, there *is* the thing you can have, that mean blue event option with negates all three negative consequences (losing crew member, enemy ship attacking, rebel pursuit advances).

Well, at least it should - last time I had this event, blue option saved crew member and negated fleet advancement, but there was a bug that caused it to spawn enemy ship nevertheless, in opposition to what text said. I remember reporting it and suggesting that - due to text about feeding pursuers false ship route logs (part of blue option consequences), rebel pursuit should halt like with hiring mercenery.

This way, event become high risk (in case you don't meet blue requiments) high reward (in case you *do* meet them).

/Estel
adi
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Re: FTL Captains Edition 1.055

Post by adi »

Sleeper Service wrote: -Union Shipyards is happy to announce the completion of the Civilian Infiltrator Model 1.2928pk recall; All models delivered from now on will be equipped with suitable life support systems
Thanks for new version and fixing that bug :D
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