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Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Wed May 21, 2014 7:57 pm
by 5thHorseman
kestreladmiral wrote:
5thHorseman wrote: 4? My original ship had 3 of each and it was a pretty important design decision and one of the keystones of the ship (2-man teleporter is another).
It was real late last night (my time anyway) when I posted that, so no I didn't actually have 4 of each :roll: but I still had the max number of each. That number being three :lol:

And the problem with the ion storm, in all the games I have played every time I enter a ion storm it just reduces the power you can use by half. So even with 30 power bars you should still have quite a few bars left to power everything you "need" powered or is this something that only happens to me.
I have yet to try it, but my understanding was that with the original Potential at least, and with a lot of ships with >25 power, going into an ion storm CRASHES THE GAME. Like, you're not playing any more :D

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Wed May 21, 2014 8:00 pm
by R4V3-0N
level 5 Battery anyone?

I still think having a battery over level 2 is a good way to counter this ion storm problem, you should put the augment to reduce recharge time as well.

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Thu May 22, 2014 1:36 am
by kestreladmiral
RAD-82 wrote: ...and that should be where you find the problem with the big reactor. The game should crash when you try to enter an ion storm. Unless the FTL devs are willing to fix this in a future patch, this mod will need to remove all the ion storm events so it never runs into them.
Mad skills with you prediction there sir. Just jumped into an ion storm and all I got was the sound you hear upon entering an ion storm and then the game crashed. It was fun to play with up until that point. For the modders I could get some before and after dumps if you want them.

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Thu May 22, 2014 6:53 am
by RAD-82
I haven't tested this yet, but it seems to me that these crashes might be graphic-related. If that is so, I don't think a big Backup Battery would fix the issue, and could probably cause a crash if activated in an ion storm and it pushes your total (not just available) reactor over 30. Even if you weren't in an ion storm, your base reactor (no backup power) is above 30, and an enemy hacks your Backup Battery, I think that would also cause a crash.

I'm theory-crafting here, but I hope I gave enough information for anybody who wants to test it. I didn't exactly explain the "graphic-related" part of it.

edit: Okay, I had the chance to test the battery in an ion storm, and it does crash like I predicted.

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Fri May 30, 2014 11:02 pm
by Plague Courier Six
Hoping that this gets updated for AE soon...I'v already gotten attached to her inthe short time I'v tried to play with this beauty.

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Sat May 31, 2014 12:34 am
by 5thHorseman
I'm hoping to have something by the end of the weekend. My current thought is one of:

26 power and a full battery to start.
30 power and no battery station.

Any preferences? There's good and bad points for both. I'm personally leaning toward the 30-to-start just to cut the micromanagement down.

EDIT: I just tried it with 30 power and it's a very different experience. Ion storms start to affect you in sector 5 or so and I actually had to manage my power near the end. Granted I played on Easy mode but still, not the Potential I remember :(

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Sat May 31, 2014 3:25 am
by Plague Courier Six
Well I have no clue on just how modding works so I guess I'll just say as close to the orignal as you could make it without the advanced edition throwing a hissy fit.

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Sat May 31, 2014 9:52 pm
by Vortex Modworks
5thHorseman wrote:I'm hoping to have something by the end of the weekend. My current thought is one of:

26 power and a full battery to start.
30 power and no battery station.

Any preferences? There's good and bad points for both. I'm personally leaning toward the 30-to-start just to cut the micromanagement down.
Here's an idea, keep the 80 power bars. ;)

Add a Long-Ranged Sensors augment to avoid ion storms, add something to the backstory explaining that the extremely powerful reactor reacts violently with ion storms, enough to destroy the ship. And because the Potential a prototype and obviously not finished, this issue was never fixed.

30 power bar on the ship is just 1 more than regular ships (with full battery), not really anything special. :?
Plague Courier Six wrote:Well I have no clue on just how modding works so I guess I'll just say as close to the orignal as you could make it without the advanced edition throwing a hissy fit.
Courier Six? What the heck are you doing here? Aren't you supposed to be in the Mojave?!

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Sat May 31, 2014 10:36 pm
by Russian Rockman
Does the extra Backup Battery power cause a crash in ion storms? Because you could just add a level 4-5 Backup Battery from the start and also an augmented Battery Charger augment that reduces the cooldown by maybe %75 instead of %50.

Re: [SHIP] The Potential - NOT UPDATED FOR AE

Posted: Sat May 31, 2014 11:42 pm
by 5thHorseman
Vortex Modworks wrote:Here's an idea, keep the 80 power bars. ;)

Add a Long-Ranged Sensors augment to avoid ion storms, add something to the backstory explaining that the extremely powerful reactor reacts violently with ion storms, enough to destroy the ship. And because the Potential a prototype and obviously not finished, this issue was never fixed.
LRS is out of the question. It's one of the best augments in the game and giving it to a ship that already has the benefit of 80 power is asking for trouble.
I'm considering altering Ion Storm sectors, and Ion Storm fights with rebels. Maybe the massive interaction between the white and black holes disrupts them somehow. :) If that is truly the only problem with >30 bars. They have no issues with Pulsars or anything else?
Russian Rockman wrote:Does the extra Backup Battery power cause a crash in ion storms? Because you could just add a level 4-5 Backup Battery from the start and also an augmented Battery Charger augment that reduces the cooldown by maybe %75 instead of %50.
Apparently it does.

DISCLAIMER: I don't have as much time to play as I used to so I've never tested any of this. I'm going totally on what you all tell me :)

I'll be toying with removing ion storms and restoring this ship to the proper number of power bars soon. Very soon. Possibly tonight.

EDIT: It's not just ion storms. I put 80 power in the ship and the game just simply crashes right away. Looks like 60 is the maximum and really, that should be fine.