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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)
Posted: Sat Oct 12, 2013 12:30 pm
by Sleeper Service
Thanks for the positive feedback once again, all of you. Glad you enjoy it.

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.
Re: FTL Captain's Edition 1.062d
Posted: Sat Oct 12, 2013 8:48 pm
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
Re: FTL Captain's Edition 1.062d
Posted: Sat Oct 12, 2013 9:59 pm
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

Re: FTL Captain's Edition 1.062d
Posted: Sat Oct 12, 2013 11:01 pm
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.
Re: FTL Captain's Edition 1.062d
Posted: Sat Oct 12, 2013 11:28 pm
by BrenTenkage
sometimes my game just stops playing and disappears....so whats the problem?
Re: FTL Captain's Edition 1.062e
Posted: Sun Oct 13, 2013 12:09 am
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?
Re: FTL Captain's Edition 1.062e
Posted: Sun Oct 13, 2013 12:21 am
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?
Re: FTL Captain's Edition 1.062e
Posted: Sun Oct 13, 2013 6:58 am
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.
Re: FTL Captain's Edition 1.062e
Posted: Sun Oct 13, 2013 9:18 am
by CrashSanders
Is Rebel Flagship immune to Ion Field by default?

Re: FTL Captain's Edition 1.062e
Posted: Sun Oct 13, 2013 9:57 am
by Sleeper Service
CrashSanders wrote:Is Rebel Flagship immune to Ion Field by default?

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.