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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 4:04 am
by Estel
How long it is without CE update? Two weeks? I'm starting to feel dizzy... Addicted? ;)

Seriously though, here is another bug-list supplement:

CE Upstream
Bugs:

1. The mentioned situation with "pirate that chase civilian ship" that we're getting in various flavours, is becoming more and more strange. Last time, I've reported that it was rebel rigger (manned by humans only, just like every rebel ship). Now, I've noticed, that everytime I meet it, it's - actually - different faction ship, without pirate re-colors, and manned by only said faction. So I had all-engi pirates in Engi C -like ship, Zoltan's energy troopship with only green'ies aboard, etc - in addition to rebel ship's in various forms, always manned by humans. Is it intended to diversify pirates, or something went wrong? (Severity: Minor or it's a feature).

2. When pirate that attack settlement (the one which we can help, if we got fire bomb) surrenders and we accept, there is no way to break truce. Everything just ends, abruptly. Also, the settlement does NOT give us reward for saving them, in such case. (Severity: Medium)

Suggestions:

1. There is this event with bounty hunters, that want to get one of our crew members and share bounty. I really think, that there should be blue option for having clone-bay, and sending our crewman taliban-style, with bombs attached. Of course, for obvious reasons, it should include the same risk as with pirating - either succeed, or crew deciding to not follow that order (which forces us to fight pirate, without ability to send one of us like proposed before deciding to do "bombing run" - after all, if crew mutiny, there is no reason why they should obey us) or even crew-member feeling offended and leaving us, alltogether.

On the screen with "Such order may disturb your crew" and "change your mind" or "go over with it", there could be another blue option for having AI or Engi crew member, which shouldn't feel fear (as other events tell us), and the fact of having clone bay seems like enough rationale for such course of action, for them. Maybe only for AI avatar, if this one is in need of more blue options (engi is already quite versatile in blue-events).

Typos:

1. When we use Requisition License on scientists, they "double-heck our silence". Should be "license".

2. there is event text, where: "arrival of your cruiser is meet with suspicion, even though you repeatedly sate that you come in peace". Should be "state".

3. When using Requisition License on refueling station, they answer: "We will cooperated". Should be "cooperate".

CE Infinite:
Bugs:

1. The problem that affects fleet delays if we use "restart" is also affecting ability to choose which sector to travel next. IF we die in deep space and restart, the first sector's exit beacon will lead us to randomly selected sector, instead of presenting choice screen.

I don't think it's fixable, but the work-around is to always return to hangar before starting new run. As it's another good reason for doing so, I decided to report it anyway, might be interesting for troubleshooting section. (Severity: WON'T FIX, workaround available)

2. Sometimes, in deep space, we get empty beacons from quarantine sectors, where we tap into communication channels, and everyone is talking about illness attacking every sentient life form in whole sector. I think those could land in "exclude" list for deep space, just like regular quarantine sector beacons are out of IF.
(Severity: Minor)
---

BTW, it's really a pity, that during IF runs we can't occasionally, land in beacon infected by the same problem that we get in quarantine sector (outbreak starting, or local one). Our medbay's 3 would have some use, not to mention hitting some problems that we're not prepared for, if we're with clone bay. Lately, during my IF runs with Kestrel C, game just feel in love with sending me into quarantined sectors after getting out from deep space. My zig-zagging through it, in order to avoid empty beacons and other risks for my crew in medbay-less ship was feeling very authentic, and refreshing - it was really like trying to get out alive of god's forsaken hell of a disease outbreak region of space. During normal runs, I avoid quarantine sectors like a... disease ;) if I'm not able to get high medbay before, or early inside.

Cheers,
/Estel

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 8:27 am
by el Rago
Hi Sleeper

after playing for some time I got the crash I reported back a few days ago, albeit a bit different. The sector is just contested space. Mods I have are:

CE and all the related mods in the correct order
Infinite space
NO endless loot (could not get that to work on my PC)
The Potential
Tsunami ION Cruiser (recently modified for AE)
Hi res shields
detailed crew portriats (v 1.1)
BPnB

my PC is Win 7 32

the sector hazard is just a nebula, no special hazard (acid, storm, Ion). I got into a fight wiht a auto cruiser and just as I dealt the final blow, it dropped me to windows while it was gibbing.

I did some thinking though, while reading The Potential, I realized that the mod changes the ION storms. Could that have something to do?

I did keep the continue file if you would like to take a look.

also, I wanted to take oportunity to ask about the AI race. I really like how I get my @$$ handed to me by them even in an Cheated ship, any chance to increase their presence in contested space?

EDIT:

while continuing on, I got the DER -3 Hazard sector, almost full Nebula. I got into a beacon, Heard some thunderstorms and got dropped to windows. I could not get to see anything. I kept that save as well if you need it.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 8:51 am
by FortunaDraken
A suggestion I thought I would mention here. I just got an event with a Federation station that "was seemingly devoid of crew", which I know from habit tends to mean the station will fire on me if I approach. I also suspected that would be the result because the station didn't have an Oxygen system.

It might be an idea for it to have an Oxygen system, so there's less suspicion that it'll be a hostile station. Kind of like the out-of-oxygen ships that have it but it's not activated if you attack.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 10:08 am
by Sleeper Service
el Rago wrote: also, I wanted to take oportunity to ask about the AI race. I really like how I get my @$$ handed to me by them even in an Cheated ship, any chance to increase their presence in contested space?
I'd prefer to display these guys as a little more secluded than other factions. This way getting to their sector remains unique. Thats more difficult in infinite of course, but easier in the main game.
el Rago wrote:while continuing on, I got the DER -3 Hazard sector, almost full Nebula. I got into a beacon, Heard some thunderstorms and got dropped to windows. I could not get to see anything. I kept that save as well if you need it.
I'll look into the first crash you reported, but this one is definitely caused by jumping to a storm with The Potential. The ship will make the game crash whenever its power is drained (for example by storms), thats also why 5thhorsemen purged all storms from the game. The problem here is that CE adds various new storm events, so CE is technically not compatible with The Potential.
Estel wrote:How long it is without CE update? Two weeks?
I probably won't update till the new sectors are finished. I'm done with all the visuals for the auto sector and wrote about a quarter of the events.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 11:57 am
by el Rago
Sleeper Service wrote:I'd prefer to display these guys as a little more secluded than other factions. This way getting to their sector remains unique. Thats more difficult in infinite of course, but easier in the main game.
too bad, I really like these guys. At times even with a decently equiped Ship, They leave me limping. Passing through their sector is "trascendal" to say the least.

so, I think then the Potential is a no go. I´ll go and check with 5thHorseman then.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 3:09 pm
by Russian Rockman
rannl wrote:I've done a lot of thinking on the random flagship generation.
I think the 1st version should be based on all the assets being premade, grouped in pools (weapons, augs, layouts, skins, etc.). The random engine will select assets from each pool based on user definitions (select 4 weapons from the weapon pool, without selecting the same weapon twice, for example).
After all required assets have been selected, the .ftl file will be generated.

The next version will allow for procedurally generated assets. Things will get more interesting there ;)

Just want to have a solid framework before diving into the procedural stuff.
That sounds like the best place to start! I'm so happy you are working in this! :geek: :mrgreen:

Sleeper Service wrote:Here are my thoughts I sent to Rann:
Hey Rann

Here are my thoughts on the ship randomization mod.

Extend of Randomization
How far do we want to go? New guns are probably the first thing to put in. Adding augments is also possible. If we want to go all the way we can also randomize the layout, having the program choose from a list of predefined room-plans. Adding and removing systems is also possible, but not all systems will work. Beyond that not much is possible. Power surges are a no go for example. Crew could be changed, but to me that appears a little fishy lore-wise.
You could potentially have cloaking in multiple phases if you add a cloaking image for those phases, I think. Standard weapons system probably doesn't work still, but you never know... I know that drone control works on all phases to a point. Hacking and mind control probably work on all phases, BUT hacking can be uber imbalanced when combined with cloaking if it attaches to weapons. There may be some other OP combos, but I can't think of any other ATM.

Crew probably shouldn't be changed other than to add or take away "human" crew members.
Sleeper Service wrote: Cherry on the Pie
I absolutely love Russion Rockmans idea to enable the player to look at the secret data at gamestart and know beforehand how the flagship will be equipped. A big part of being able to beat the flagship is being prepared for what it will throw at you. By telling the player (to some extend) what he/she will be up against we allow him/her to prepare for the final battle during the entire run and create a unique "meta-mission" for each playthrough. Awesome!
:D :D :D :D :D :D :D Thanks! :geek:
I also like what Estel added. Putting a few more opportunities to find out additional info about the flagship through events like the courier mission or black market stations would add to the "meta-mission".
Sleeper Service wrote: Template...
That "pseudocode" template looks perfect. ;)

Sleeper Service wrote:@FortunaDraken
Concerning the Vanilla Portraits Addon: Event though I linked that in the OP I'm actually not the author of that submod. You'll have to talk with Russian Rockman about this, he made it.
Unless Sleeper added some new layers to the crew portraits (@Sleeper Did you???) then there shouldn't be any problems with the Portraits patch. I actually tried it recently and it worked just fine. I also think you are right installing the patch last. Sounds like you're having some weird problems all over the place...


@Sleeper/rannl Also, I was wondering if I could find a list anywhere of all the EL prefixes and what they do? And has that content generation tool been released to the everyone? Thanks.

Good luck with everything everyone.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 6:46 pm
by rannl
Russian Rockman wrote: @Sleeper/rannl Also, I was wondering if I could find a list anywhere of all the EL prefixes and what they do? And has that content generation tool been released to the everyone? Thanks.

Good luck with everything everyone.
Hey RR, you're a Rockman and a Gentleman. :D

You should ask Sleepy for his weapons mod list (the one he built in order to create EL). That'll sort you out.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Wed Jul 30, 2014 6:53 pm
by Sleeper Service
Russian Rockman wrote:I was wondering if I could find a list anywhere of all the EL prefixes and what they do?
Yeah sure, I can share you the prefix file.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Thu Jul 31, 2014 7:04 am
by SkyLine
After editing in Superluminal 2.0.3a red-tail(change weapons) with CE and sM Polish Kit I have artillery room, but I dont have artillery in shop.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Thu Jul 31, 2014 9:21 pm
by Ryukun4713
I had crash while trying to jump to nearby beacon. Game froze, not responding, forcing me to shut the game down. Crash happened in Contested Deep Space sector with open space beacon. I am unable to mention more about the beacon as I didn't have scanners on my ship. I can replicate crash by going to the beacon again and avoid it by not going to it. Not sure if important, but arrival of rebel fleet no longer causes crash while jumping into the beacon.