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

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R4V3-0N
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Re: FTL Captain's Edition 1.062f

Post by R4V3-0N »

If by wait you mean when your out of fuel, then it should. as long as it's only flavour text and nothing like a pirate/ rebel/ auto attacking you or asteroid field event or what ever.

And also I think it is impossible to get a quest from an already visited beacon.
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Torchwood202
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Re: FTL Captain's Edition 1.062f

Post by Torchwood202 »

Can we have a tibet of intel on what we should expect in the next update?
PaladinGreco
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Re: FTL Captain's Edition 1.062f

Post by PaladinGreco »

EDIT: Nevermind. The problem corrected itself.
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Sleeper Service
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Re: FTL Captain's Edition 1.062f

Post by Sleeper Service »

Torchwood202 wrote:Can we have a tibet of intel on what we should expect in the next update?
Been off the grid for a little. Version 1.063 will simply work in some of the suggestions from the thread and fix more bugs.
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R4V3-0N
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Re: FTL Captain's Edition 1.062f

Post by R4V3-0N »

Maybe some more interaction with the Federation Medical Station that doesn't involve it being empty, over run, or hacked and being seen as a target?
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PaladinGreco
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Re: FTL Captain's Edition 1.062f

Post by PaladinGreco »

It would be nice to have some blue text options for the shuttles that approach the ship. Maybe Slugs can check for lifeforms, Engi can access the computer from a distance, level 3 sensors can scan them, a Drone of some kind can check it out ahead of time, Mantis can prepare an ambush if it's hostile, etc. Also, I've only ever seen one time where it would have been better not to blow up an approaching shuttle out of over 100 encounters with the event. Is it supposed to make you want to blow every shuttle out of the sky, or is the RNG screwing with me again? Currently the options for this frequently reoccurring event feel more like Giant Alien Spiders with a higher failure chance and you've never got a Bio Beam.

EDIT: Having said that, blowing up shuttles always nets you a reward, and refusing to let spiders eat your crew doesn't.
Last edited by PaladinGreco on Wed Oct 23, 2013 7:50 am, edited 2 times in total.
Evilpotatoe
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Re: FTL Captain's Edition 1.062f

Post by Evilpotatoe »

Incredible mod, just awesome !
The new ships, battlestations, etc. have excellent designs, the balance seems rather good, and for the firs time, I got the possibility to use one of those stupid zoltans for a blue choice !

The only part which really needs to be improved, for me, is the trade one. Currently, I don't think it can be lucrative at all : trading requires to spend 2 turns, get lucky enough to get the best deals, and takes one precious augment slot... it's damn expensive ! (ok, you save 2 fuel, any more serious benefit ? :D). Oh, and implementation seems limited due to game engine, too :)

Also, I got a crash in a late sector :'( (Too bad so much roguelike "forget" the autosave feature)
I'd love to get you the error log but there wasn't any... usual, I guess.
You're probably aware of it too, but there is a bunch of error when launching the mod (see stdout.txt) :
[...]
Blueprints Loaded!
ERROR: Repeated Event Name! Name: ASTEROID_EXPLORE
ERROR: Repeated Event Name! Name: MERCENARY
[...]
ERROR: Repeated Event Name! Name: ROCK_STARSHIP_MINE
ERROR: Repeated Event Name! Name: STORE_ROCK
Anyway, freaking great mod. New content perfectly fits to the game... excellent job !
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Sleeper Service
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Re: FTL Captain's Edition 1.062f

Post by Sleeper Service »

There was some discussion about the trade system during its first days. Since then profits already have been increased. Some things to consider:

-It does not always require you to be lucky to get the best deals. If you gain experience with trading and know where things are in demand your can plan your route through the sectors and increase the probability of a good deal significantly.
-Evaluating if trading is actually worth it is complex. The main idea behind the trade system is that it removes risk and gives you almost guaranteed profit. You loose two jumps by a complete trade, but what you find with this jumps is completely random. These jumps might yield positive (easy fight, free stuff), neutral (nothing events, damage equal to scrap gain) or negative outcomes (damage, crew loss). Trading always yields profit. Depending on shop position, you might not even loose effective jumps sometimes.
-Trading also is connected to piracy, which can be quite lucrative if you command the right ship

I had a look at these events you mentioned, but there seems to be nothing out of the ordinary. I'll check some more. Where did you get this bug report from?
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Mr. Mister
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Re: FTL Captain's Edition 1.062f

Post by Mr. Mister »

PaladinGreco wrote:Also, I've only ever seen one time where it would have been better not to blow up an approaching shuttle out of over 100 encounters with the event.
EDIT: Having said that, blowing up shuttles always nets you a reward, and refusing to let spiders eat your crew doesn't.
You're lucky then: half the time it has resulted in beamed intruders or beamed explosives. And those explosives are the reason I blow them up if I have very low health: it's not worth the risk of losing (though reight now I can't remember if the explosives are from escape pods).

EDIT: Don't know if the damage-only explosives is on the shuttle, but I just got one with hull damage AND a crew death.
R4V3-0N wrote:Maybe some more interaction with the Federation Medical Station that doesn't involve it being empty, over run, or hacked and being seen as a target?
I can think of two (though I haven't checked myself wether they're here already and simply haven't encountered them):

1) Help them out a bit if you have a lv3 medbay.
2) Upgrade to lv2 medbay for a price lower than normal (don't know if possible to do that automatically).


I also thought of selling them Medical Supplies (maybe for a free upgrade to Medbay lv3) or Engi Medibots (even greater reward), as well as healing bombs (which could also be a reward), but your workaround on the trade system suggests to me that events can't take augs away.

This might be just a crazy idea, but what if you were to create an aug called "Empty aug", valued at zero scrap, and had outside-of-shop goods-removing events give you three Empty Augs? You would convert the removed good to scrap, and you'd get rid of the Empty Augs either when you're at a shop or by converting them to scrap if you get more augs before that, and you wouldn't get shit from either.

If you can't give more than one aug per text window, then you would have to chain three aug-rewarding consecutive answers. But that would become a bit too immersion breaking, wouldn't it?
Evilpotatoe
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Re: FTL Captain's Edition 1.062f

Post by Evilpotatoe »

For the errors, they are in stdout.txt, in the game's folder. Just check it after launching the game.
(I skipped most, since there is a few pages, and I didn't want to pollute the post.)
I use a "classic" version of the game, but I guess on a steam one, it's available in the steamApps/FTL directory too, or whatever path steam uses.


About the trade system :
I quite agree with the "safe" part, but I really doubt putting scrap & aug slots on hold is worth it. Cheap goods seem particularly terrible to me, since they have lower profit for (roughly) the same cost.
I must say I like the idea of encouraging piracy :D, and the idea of goods itself.
I say it needs luck because you can't know what next sectors will be, which means you can never know if the goods you buy will be sellable at a good price. (but random factors are also very "roguelike-ish" :p)

Anyway, I just wanted to give my feedback here, if people like this system, it doesn't bother me much, as long as I don't misclick on one of those "trap" choices :)
Maybe move all the extra choices after the "just trade" choice, so that it remains the first one everytime ? Bah, it doesn't matter much...


Among the suggestion/requests I would have : MORE Zoltan / slugs / human blue choices, PLEAAAAAASE !
One of the things I really missed in the original game was zoltan events.
Seriously... mantis are insanely useful for boarding, engi are not only very handy, but also "a must" for all those events with a blue engi choice, and rockmen are very useful for that too, but Zoltans ?
Ok, the original game had the buggy zoltan trading hub event, but... it was the only one :/

I'd really love to see more zoltan events, like the ship's shield power-up, this would make those weak idiots more useful and (more important) better integrated in the gameplay.
They are not useless, of course. +1 energy is a good race bonus... but the lack of events featuring them is really sad :(
I know slugs have few events too, and humans probably only have the discussion one, in empty sector :'( they could get some cool things too :D (for humans, I think I would change some regular choices to blue ones needing a human. dunnu which ones, but I think finding some shouldn't be too hard)
I guess the reason why I lack zoltan events more is because they are more fragile, which make them "annoying", since they bring "few benefits" compared to the increased care needed to keep them alive and defend you ship when boarded.

Mantis are useful enough (well, maybe give them some spider-cutting skills ;), and crystal are very special, so it looks ok for me if they keep few events, everyone probably already loves them anyway.
I dunno if "ghosts" have any, but I imagine some (like station with depleted O2 system exploration, or things like that) could give them more flavour.

In the same idea, I'd love to have more ship systems used in events (yeah, I know, I'm suggesting a lot :p).
I always boost my medbay to lvl2 quite early, mostly for the numerous events relying on it, and rarely skip sensors for too long, for the same reason.
But drones seem completely useless (well, CE buffed them a lot, but I wonder if it's enough), great shields don't help in asteroïd fields (events), and big weapons (or beam weapons) rarely seem worth beeing used to me.
Needless to say that teleporter is a must (usually my first purchase) : increases most crewed-ship encounter rewards and gives plenty of blue choices everywhere... this is way too great for me, and should be nerfed (when possible) for some other system's profit, like shields, drones... (or O2/doors, if you find anything with that).
The icing on the cake would be an artillery event xD
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