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Re: FTL Captain's Edition 1.24b/Inf 1.24a/EL 1.24

Posted: Mon Aug 18, 2014 11:29 am
by Sleeper Service
Yeah crystal sector is still there, it can appear as a regular sector at the same conditions as the rock homeworld and is named "ancient sector" or something. You will find the ancient device at the entrance of that sector, but you'll need a crystal crewmen to activate it of course. The chances of finding that sector on an infinite run are pretty slim though.
Russian Rockman wrote:That being said... Will it be possible to have a flagship with NO missile launchers? Could you go up against a flagship with super superior laser weaponry? Or a flagship with (God forbid) Two missile launchers?

I suppose that is the purpose of in forming the player what type of weaponry the flagship will have. May want to consider getting that 8th level engine upgrade now. ;)
We are currently considering how weapon distribution for the flagship will work in detail. There will be safeguards preventing the program from generating harmless (all beams) or overwhelming (all lasers) flagships. My idea right now is to divide the weapon pools into subtypes according to type and give the program limited draws for each sub-pool. So it will only ever be possible for the flagship to get two weapons of any category simultaneously, probably only one beam at the time. But I'm all up for dual missile flagships. IMO the flagship gets actually weaker if its load out is less varied. If you know that it will have a breach missile and a dual hull missile then you just need a defense drone to counter half its conventional offense for example.
Russian Rockman wrote:EDIT: Oh, I had a question. Will the randomized flagship be the same for all difficulties? Or will it be slightly different for easy, medium, and hard? Since that's a thing now...
My assumption is that anyone who wants a randomized flagship is looking for a harsher game anyway, so right now difficulty setting won't influence the randomization. The guns all have similar dps and cooldowns as the vanilla guns and the layouts differ between more and less connections all aboard the ship. The addition of augs will make the ship overall harder of course.
Russian Rockman wrote:Also, what is the U-shaped artillery?
Just a glorified heavy laser II actually.

Re: FTL Captain's Edition 1.24b/Inf 1.24a/EL 1.24

Posted: Mon Aug 18, 2014 11:41 am
by slowriderxcorps
Just one thing to throw into the Random Flagship discussion while it's in my mind: gibs. Because artillery weapons don't render when a ship is destroyed (at least if memory serves right), the gibs on the flagship will always be that of the default weapons in base FTL unless an element is added to the randomiser to add the appropriate gibs.

Re: FTL Captain's Edition 1.24b/Inf 1.24a/EL 1.24

Posted: Mon Aug 18, 2014 11:49 am
by Russian Rockman
Sleeper Service wrote:We are currently considering how weapon distribution for the flagship will work in detail. There will be safeguards preventing the program from generating harmless (all beams) or overwhelming (all lasers) flagships. My idea right now is to divide the weapon pools into subtypes according to type and give the program limited draws for each sub-pool. So it will only ever be possible for the flagship to get two weapons of any category simultaneously, probably only one beam at the time. But I'm all up for dual missile flagships. IMO the flagship gets actually weaker if its load out is less varied. If you know that it will have a breach missile and a dual hull missile then you just need a defense drone to counter half its conventional offense for example.
...
My assumption is that anyone who wants a randomized flagship is looking for a harsher game anyway, so right now difficulty setting won't influence the randomization. The guns all have similar dps and cooldowns as the vanilla guns and the layouts differ between more and less connections all aboard the ship. The addition of augs will make the ship overall harder of course.
Good answers, thank you. ;)

A more varied flagship is definitely much more challenging. :) That is one good thing about the vanilla flagship, at least they gave it 4 different OP weapons so that you would have to do some serious micromanaging. Also, you couldn't ignore one aspect of your ship, you needed a very balanced ship.

And I agree, anyone wanting a randomized flagship, like myself, is looking for a challenge so having all of the weapons with cooldowns close to normal or hard is fine with me. :twisted:

Re: FTL Captain's Edition 1.24b/Inf 1.24a/EL 1.24

Posted: Mon Aug 18, 2014 12:20 pm
by Sleeper Service
slowriderxcorps wrote:Just one thing to throw into the Random Flagship discussion while it's in my mind: gibs. Because artillery weapons don't render when a ship is destroyed (at least if memory serves right), the gibs on the flagship will always be that of the default weapons in base FTL unless an element is added to the randomiser to add the appropriate gibs.
Yeah we'll probably just remove the guns from the gibs. The guns disappear upon death seems till more viable than having them being replaced by the vanilla gib guns I guess.

Re: FTL Captain's Edition 1.24b/Inf 1.24a/EL 1.24

Posted: Mon Aug 18, 2014 1:47 pm
by Biohazard063
Back with another thing that's probably wrong...
Image
Pics are pretty self explaining but just in case.
I could pick an option to spend 3 missiles that I didn't have.
Ended up spending no missiles but still succeeding the event.
Left the beacon with more missiles that I had coming in.

Re: FTL Captain's Edition 1.24b/Inf 1.24a/EL 1.24

Posted: Mon Aug 18, 2014 1:54 pm
by Estel
Actually, ship with only lasers (only scatter lasers, or only heavy lasers or crew-piercing ones) would be easier than varied one. Even if scatter would shot barrage of 6 per art, it is 6*4=24 bullets per salvo. Just de-sync his weapons, and 4/6 of it's firepower is absorbed by your shields alone...

/Estel

Re: FTL Captain's Edition 1.242/Inf 1.24a/EL 1.242

Posted: Tue Aug 19, 2014 12:53 am
by Sleeper Service
CE Update 1.242
- One augment added
- Auto Factory Ship wrongly assigned cloak system removed
- Requisition License works correctly for all out-of-fuel encounters now
- Drone Manufacturer store price corrected
- Some blue options that require resources can no longer give said resources as reward (can appear odd if the reward negates the requirement by giving the resources needed)
- Pirate Cruiser gibs fixed

CE Infinite 1.242
- Changes of CE 1.242 integrated

CE Endless Loot 1.242 for CE and CE Endless Loot 1.242 for CE Infinite
- Changes of CE 1.242 imported

Re: FTL Captain's Edition 1.242/Inf 1.24a/EL 1.242

Posted: Tue Aug 19, 2014 1:08 am
by Russian Rockman
Sleeper Service wrote:CE Resource Pack 1.242
- Russian Rockmans crew projectiles integrated
Thanks Sleeper, those projectiles are pretty much based on your old ones for CEPM. ;)

I will be updating the Vanilla Portraits add-on to use those projectiles as well so you may want to mention that in the Change Log. Meanwhile I will have to add in LordTrilobite's portraits for Shiny! :lol:

EDIT: Oh, one more thing I forgot to mention is sMPK hollowed out the human "color" sheet so that the AI holograms won't have a weird yellow glow behind them. It also added in different uniforms for the AI holograms, are those things you would consider integrating? I've already included the hollowed out color sheet in Shiny! after fixing a slight glitch with the sMPK version.

Re: FTL Captain's Edition 1.242/Inf 1.24a/EL 1.242

Posted: Tue Aug 19, 2014 1:47 am
by Sleeper Service
Russian Rockman wrote:Thanks Sleeper, those projectiles are pretty much based on your old ones for CEPM. ;)
Ah yeah, its just that that changelog was actually wrong, I didn't release that yet. Ooopsy...

Also:
CE Update 1.242 silent update
- Fixed a problem with the Pirate Homeworld quest

Re: FTL Captain's Edition 1.242/Inf 1.24a/EL 1.242

Posted: Tue Aug 19, 2014 3:46 am
by Brayzure
Hi there!

So, I just installed CE and started up a game no problem. Went to jump to Sector 3 (which was referred to as Rebel Production Sector E1) and the game promptly crashed. A few details, just in case.

Kestrel A
Starting weapons
Bought Engi crew to replace dead human crew
Had Food Rations augment (whatever purpose those serve. Maybe future blue-option?)
End sector event involved a blue-option to trade with a trader, but did not give me the subsequent option to do so. It just said it might take some time, and then gave me one option: to move on.

Crashlog
Version = 1.5.13

Stack Trace:

1 - 0x0048d2c8
2 - 0x004a84f5
3 - 0x004049a5
4 - 0x0065da28
5 - 0x00751b5b
6 - 0x004010fd
7 - 0x77c4a22b RtlInitializeExceptionChain
8 - 0x77c4a201 RtlInitializeExceptionChain
UPDATE: I just booted the game up after the crash, and it told me that "The Cargo ship is trying to escape" and I found myself in the situation of having a ship onscreen, but not engaged in battle. Opening the starmap, I find that the exit beacon moved two jumps away in hostile territory. I (barely) managed to defeat the cruiser, but while repairing my crucial systems got one-shotted by the ASB. In all fairness though, I only had 3 HP left.

UPDATE 2: Attempting to Restart from the score screen resulted in an unresponsive app.

If you have any questions, I'll do my best to answer them. Or, even better, direct me to a solution, if one is known. Thanks a bunch!

Brayzure