FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

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Sleeper Service
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Post by Sleeper Service »

Thanks for the positive feedback once again, all of you. Glad you enjoy it. :D I definitely enjoy creating it, it has been great fun and very rewarding so far.

Hologram creation is limited for balancing reason. Also: programming a fully sentient AI avatar is no joke, the AI generator might need a few jumps to do that. Maybe that could be reflected in the flavour text...

Thanks for all the proofreading offers. I'm still not sure how to do this efficiently, as I might change the files myself and putting separately corrected texts back into the files is really tedious.
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Sleeper Service
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Re: FTL Captain's Edition 1.062d

Post by Sleeper Service »

Testing the randomized flagship mostly yielded negative results
-Flagship is unable gain systems that have their starting tag set to "false"
-Flagship is unable to increase its system power beyond the starting value if a max value is set, making system randomization impossible
-Flagship seems unable to use its additional weapon mounts
-Flagships weapon system seems to remain disabled in all phases?
-Flagships drone system remains of course disabled in phase I ...
-Flagship seems to be unable to draw drones from a random lists in phase II

So, did anything work at all? Well...
-Flagships HP can be changed
-Flagship can use readjusted system power configurations
-Flagship can have augments, they take their usual effect

All in all pretty disappointing, would have been nice to give the ship some random guns and drones at last. The changes that can be made are kind of arbitrary so CE will leave the Flagship alone for now. The testruns produced some data for another quick update though:


1.062d
-Some more combat augment immune ships fixed
-"Invasion" boarding ai for some more ships assigned, seems to work nicely
-Flail Beam charge time increased
Last edited by Sleeper Service on Sat Oct 12, 2013 10:18 pm, edited 1 time in total.
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Working on a sci-fi deckbuilder nowadays.
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SwagBadger
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Re: FTL Captain's Edition 1.062d

Post by SwagBadger »

I may only be a lowly badger, but I can see how good this mod is. Its practically a entirely new game! You have my full support and the support of badger kind :D
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R4V3-0N
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Re: FTL Captain's Edition 1.062d

Post by R4V3-0N »

Someone once said that FTL: Captain's Edition was an add on, or expansion for FTL: Faster then light, I told him no, CE isn't an expansion to FTL, FTL is an expansion to CE.
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BrenTenkage
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Re: FTL Captain's Edition 1.062d

Post by BrenTenkage »

sometimes my game just stops playing and disappears....so whats the problem?
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
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Sleeper Service
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Re: FTL Captain's Edition 1.062e

Post by Sleeper Service »

There appeared to be some problem with an out of place character. Should work now, although I there still seem to be some problems when trying to parse with the EC...

1.062e
-One single junk character removed, runs stable again?
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BrenTenkage
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Re: FTL Captain's Edition 1.062e

Post by BrenTenkage »

Sleeper Service wrote:There appeared to be some problem with an out of place character. Should work now, although I there still seem to be some problems when trying to parse with the EC...

1.062e
-One single junk character removed, runs stable again?
ya talking to me, or everyone?
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
VanguardOfValor
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Re: FTL Captain's Edition 1.062e

Post by VanguardOfValor »

BrenTenkage wrote:ya talking to me, or everyone?
He was just saying he updated the download so that an error that was potentially causing the crash has been removed. Sleeper regularly posts the update logs here so people know what has been changed.
Various Valorous Videos, should you be interested...
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CrashSanders
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Re: FTL Captain's Edition 1.062e

Post by CrashSanders »

Is Rebel Flagship immune to Ion Field by default? :D
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Sleeper Service
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Re: FTL Captain's Edition 1.062e

Post by Sleeper Service »

CrashSanders wrote:Is Rebel Flagship immune to Ion Field by default? :D
Yep. From the OP:

[AE Section]
Limitations:
Disrupting systems that already have been effected by another augment or the event itself is not working (overrides the first effect) and should be avoided. Using ion weapons on the system should still works as if the disrupted system bars are not there at all. Direct damage is first dealt to the disrupted bars.

Combat augs will never work against the final boss, because the events that spawn it are hardcoded, as far as I can tell.

The internal effector works well against certain systems and not so great against others. This is for balancing reasons. If your enemy has buffer bars, the augment might actually not disrupt certain systems at all. Sensors lvl 3 can help you see and predict how effective the Effector might be.
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