Sleeper Service wrote:Thanks for your detailed report Estel, I for myself enjoy reading how your run went. Alway interesting to hear what people pull of in the game/mod.
Nice to hear - then I'll keep "polluting" thread with my reports when I win on CE/Hard. Which is going to be really rarely, I guess
Sleeper Service wrote:Can you specify which other goods where unsellable? I can look into it, but Space Rations are supposed to be unsellable there (can be bought there.)
I'll write down a list during few next playthroughs (noted only space rations, as after encountering problem few times, I dully assumed, that all 'legacy' trade goods are unsellable there, after noticing that new 'generic' ones are sellable.). The reasoning about it being unsellable because you can buy it there (for quite low price) is good - it would look strange, if they would buy for more than they sell (and would certainly demand giving them some trade union medal

). In lore, we can always assume that the price they're willing to buy it at is very low (the one that we get by selling trade goods directly at store via vanilla mechanic), and that it goes fast, as they don't even care to bargain about it.
Sleeper Service wrote:Not sure what happens there. The game does not seem to do this with the vanilla ship. I'm also uncertain if this is fixable.
No problem then - lets assume that slugs are buying those ships from corrupt Mantis clan lords, with engis included in price (labeled as "self-repairing sealed-for-life system - mixes reliability with maintenance free comfort!)
Sleeper Service wrote:I agree that the descriptions could be more clear. Option one will enable sensors, option two will disable enemy cloak. Result of combining these two functions in the subspace scanner.
Right, sounds sensible after I know what it is for
Sleeper Service wrote:I don't know, there might be some Federation regulation that prevent cloning under such unclear circumstances. Good enough reason in other clone-blocked outcomes. I think this was a balance related decision by the defs and I'd probably stick with it.
You're right - there is this vanilla event with quarantined mining colony and possibility to lose crew member there, due to him contracting disease (so we're forced to leave him with other ill ones). Lore text says, that Federation rules doesn't allow to clone someone that is still alive or even *might* be alive, so it could as well apply to crew member that is left2die on station (without officially seeing his passing). Ironically, I lost my first crew member due to riot control, while having clonebay, for the first time just after writing that report

I agree that they did it for balance, and I like how CE expands upon concept of medbay being NOT obsolete in favor of cloning in quarantine sectors (even though quarantine sectors were a thing before cloning bay... What a nice coincidence).
Sleeper Service wrote:Hm, which version was this on? Cause auto-harbors have been nerfed quite a bit some time ago and should not be able to appear in sector one anymore.
Latest one, sadly. BTW, while I don't have anything against Drone harbors per se, isn't there a way to lock them from getting certain drones before sector x OR drone + weapons combination before sector x? As the layout I've screened is exactly the same death sentence in sector 2 too, practically no matter which ship's we're using (well, ships that starts with hacking and invest all in engines could get extremely lucky and destroy all drones during hacking pulse, then run before/just after drones rebuild... But it's a real exception and one in thousand chance). OTOH, there are only 2 or 3 drones capable of such OP carriage (Advanced combat drone shooting every 0.75 second or so is one of them).
If no such possibilities of fine tuning, then no big deal. This kind of enemy can spawn with super-weak layout (only Ion weapons or only crew damaging things + ion, or...), so we can live with fact that, from time to time, it spawn as a total killer. Just call it bad luck when it happens *shrug*.
Sleeper Service wrote:I'm pretty sure that this is working. Quest beacon might have been overwritten by additionally generated nebula beacons? Rare scenario, but it seems to happen occasionally.
Hm, maybe, although I could swear there was 0 (literally, zero) nebula in my next sector, and that after defeating 1st pirate, I got no message about getting quest marked for next sector (killed 1st pirate on the very end of sector 2 or something like that). Less sure about the part about "no info about quest marked", though. I'll try to get this mission again...
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OTOH, as said, I'm cooking new menu screen for CE - I decided that - to make it completely "fair" - I'll use only hubble (or other readily and legally available) components and only those parts of BPAB that are already used in CE (some planets and moons for artillery...). I've separated station and drone images from Sleepy's menu screen, then edited them - pixel by pixel, by hand - in order to get rid of scaling/sharpening artifacts. For now, I have everything except CE's contributors/music contributors things, so if you have it saved as separate thing somewhere, it would help a lot. Otherwise, I'll have to sloooowly cut it out from current jpg, then remove compressions/cutting artifacts while preserving glow, etc...
This is snapshot of my work-in-progress version: (ignore non-calibrated placement of logo and stations being placed randomly, I was just testing how it mixes up when put together. Of course, fleet will get added later, including more reb/auto stations)
http://s30.postimg.org/dnnkodyf5/main_base2_preview.jpg
As you may see, I decided to give it (background) feel and style of current CE's menu image (big planet from left through center, FTL/CE logo at space background), just prettier, less pixelized, etc. Background galaxy is hubble (I've noticed that current CE's menu background stars are also from hubble), planets are took from CE Resource pack.
If - after I finish it - you will want to use it for CE, then do so by any means, and I'll be honored. Otherwise, I'll be the happy user of it, as I'm quite proud of result anyway, already...
/Estel
// Edit
While doing the above, I noticed something - both CE's Resource pack and music pack have menu image, but the music pack's one have one that is older and lack latest contributors. As CE's music is loaded after resource pack, menu file get overwritten.
Considering that CE's music pack require main CE - so it require CE's music pack - I don't think that there is any real need for cloning that file in music pack.
/Estel