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Re: FTL Captain's Edition 1.06
Posted: Tue Oct 08, 2013 6:06 pm
by aaaaaa50
Nider_01 wrote:WTF!!! Kesrel have new wearons and augs. And I did not install ship's addon. FIX this!
Would it kill you to be polite?
It looks like SS was testing stuff the new weapons + augments out and accidentally left those changes in.
Anyways, genius additions in the combat augments, I can't wait to try them out. Though I can't help but think you'd have to be incredibly lucky to get the "combo" augment and two augments to combo it with.
Re: FTL Captain's Edition 1.06
Posted: Tue Oct 08, 2013 6:14 pm
by Nider_01
Nah. I am not a tester. I am a player. And I need normal game without anything like that. (Uber start kit)
Hmm. When I came to the exit beacon my ship was immediately teleported to unnamed sector.
Re: FTL Captain's Edition 1.06
Posted: Tue Oct 08, 2013 6:18 pm
by dalolorn
Nider_01 wrote:Nah. I am not a tester. I am a player. And I need normal game without anything like that. (Uber start kit)
Hmm. When I came to the exit beacon my ship was immediately teleported to unnamed sector.
I agree with aaaaaa50. Sleeper's only human - and while I don't know who said it, "To err is human. To forgive, divine." is something you should really consider the next time you're in a situation like that.
Re: FTL Captain's Edition 1.06
Posted: Tue Oct 08, 2013 6:33 pm
by Sleeper Service
aaaaaa50 wrote:Though I can't help but think you'd have to be incredibly lucky to get the "combo" augment and two augments to combo it with.
Yeah, you might have to hold on to it a little without having any use for it, but with potentially three augs in a shop it should be possible to get the loadout working. The combo aug (Internal Generator) is also pretty cheap, to facilitate things...
Re: FTL Captain's Edition 1.06
Posted: Tue Oct 08, 2013 6:34 pm
by slowriderxcorps
Well then, time to re-update the sMPK for these new additions. Also not sure how much is new in the event-line and how much more is planned. I can once-over it for any new (or old) grammatical errors if the need is there.
Re: FTL Captain's Edition 1.06
Posted: Tue Oct 08, 2013 6:37 pm
by PaladinGreco
I'll have to chalk up the ship resisting system damage an average of 45% of the time to RNGoddess having a bad day at my expense, then.
I don't see any problems with missile weapons. None of the examples I gave were primarily armed with missiles, but rather lots and lots of lasers. And drones. And the ability to soak, rapidly repair, and/or avoid system damage. Those are really nasty traits early game to have on one boat.
Thank you for agreeing to look into it. : )
If you need screen caps, etc, let me know.
I do realize this mod compilation only extends vanilla functionality. I said as much in my first post. I like Captain's Edition. A lot. :'D
I'll update to 1.6 after this Man O War run. I've got two bio beam 2's, a maul beam (instantly my favorite), and my twin laser 1 in Sector 5. So much salvage....
Re: FTL Captain's Edition 1.06
Posted: Wed Oct 09, 2013 1:26 pm
by R4V3-0N
I seem to have issues making the Support Augments function.
A) By empty beacon, do you mean a unexplored beacon that has no enemy ship?
B) unexplored beacon where I (assume) an event pops up and a blue option for the augment to get the recources.
C) or an explored beacon you returned to.?
D) all the above
I tried on the missile and ai crew one, I only played it briefly and did not stumble upone a blue event one, only went to sector 2 to the end beacon before I had to leave.
Re: FTL Captain's Edition 1.06
Posted: Wed Oct 09, 2013 1:48 pm
by 5thHorseman
R4V3-0N wrote:I seem to have issues making the Support Augments function.
A) By empty beacon, do you mean a unexplored beacon that has no enemy ship?
B) unexplored beacon where I (assume) an event pops up and a blue option for the augment to get the recources.
C) or an explored beacon you returned to.?
D) all the above
Assuming it's like my Ghost ship (which I think it is) it's all the beacons where literally nothing happens the first time you visit them. You know the ones. "Wow, what a beautiful nebula." "Looks like a pleasure planet. Too bad you can't take shore leave." "Someone calls you a doody brain, then jumps away."
Re: FTL Captain's Edition 1.06
Posted: Wed Oct 09, 2013 1:53 pm
by PaladinGreco
I am also having issues with the Combat Augments. They do not work against:
- Slaver Ships you go hostile against.
- Slaver Ships that go hostile against you.
- Mantis Ships you manage to ambush and decide to go hostile against.
- Some ships that have Combat Augments of their own. (slugs, pirates, stations, and auto-hackers)
- Some Rock Pirates.
- Final Boss (I'm ok with this, but deserves a mention.)
In situations where you are given the option to use the Hacker Augment, it seems to fail to work 50% of the time with no effect whatsoever, and works wonders the other 50% with great and noticeable effect. The event text does not change either way.
It is safe to use Effectors and Ion cannons with Hacker Augs as long as you never target the system being hacked. So, never use Hacker Augs against shields if you have an Ion cannon of some sort. You can shoot them normally, though.
With that out of the way, I wanted to say I love the new events. I will never trust passers-by again in this game, you terrible people. XD
This post brought to you by Noether, because you can never have enough Ion Damage.
Re: FTL Captain's Edition 1.06
Posted: Wed Oct 09, 2013 1:53 pm
by dalolorn
Uhh, Sleeper...
How do we give the AI Avatar Generator an 'empty bacon'?
Edit: Hmm, my first hologram, Bra'tac, has been handed over to a bounty hunter in exchange for 82 scrap. Considering the 10 scrap cost of generating him... profitable. >:D
Re-edit: Intriguing. Apparently repairing systems has the effect of 'armoring' them. You can't add more system power than their level, but they do have more maximum bars than they have levels. Noting, however, that subsystems automatically gain temporary levels when hit by bombs like that one.
To clarify: I hit several of my systems with the repair bomb while they were intact (in response to a certain minelaying Mantis interceptor), and before the following FTL jump, I realized my doors were suddenly upgraded blast doors instead of the regular doors I had before. Assuming it was a repair bomb that did it, I threw one at the sensors. Consequently, the sensors could now see everything about the battleship I ran into after that. Furthermore, it seems that I hit the doors with several repair bombs, as they withstood multiple swarm missile impacts without degrading, while the sensors reverted to normal after the first two blasts.
I am uncertain as to whether this behavior also appears in engines, but I think it could. Of course, as I said, you can't 'upgrade' anything other than subsystems with this bug, but... very interesting.
Re-re-edit: I'm suddenly finding that there are far too few "Nothing happens." beacons.
Re-re-re-edit: Also, to add to PaladinGreco's post: Bounty hunters are immune to hacking. I didn't receive the option to disable their shields.