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Re: FTL Captain's Edition 1.062f

Posted: Wed Oct 23, 2013 7:40 pm
by Mr. Mister
Is there any autopilot blue choice?

I just remembered that one surrender event. Maybe you could do something about it and a trap regarding the autopilot/ship AI being the key part of a fake surrender trap. It would initiate the fight with them having some disabled systems.

Re: FTL Captain's Edition 1.062f

Posted: Wed Oct 23, 2013 7:45 pm
by dalolorn
Mr. Mister wrote:Is there any autopilot blue choice?

I just remembered that one surrender event. Maybe you could do something about it and a trap regarding the autopilot/ship AI being the key part of a fake surrender trap. It would initiate the fight with them having some disabled systems.
One of those AI holograms might make a nice blue option for the surrender event. :)

Re: FTL Captain's Edition 1.062f

Posted: Wed Oct 23, 2013 11:34 pm
by Flypaste
Double Post. How do I delete them?

Re: FTL Captain's Edition 1.062f

Posted: Wed Oct 23, 2013 11:35 pm
by Flypaste
Is there any way to disable the trade system, and use Infinite Space with it?

Haven't tried, but I never play without infinite space anymore, and I read that there are some rebel events that could conflict with it.
Not to mention some of the new weapons may not spawn, depending on whether or not it(Infinite Space) was made with rarity and weapon type dictionaries, similar to Minecraft forge. Don't know if that exists in FTL.

Re: FTL Captain's Edition 1.062f

Posted: Wed Oct 23, 2013 11:59 pm
by PaladinGreco
Infinite Space is not compatible with Captain's Edition.

You'd basically have to go into CE and disable events by-line until you got it into a compatible range, and by then... what have you been working for would sum up the feeling you'd have. :|

It would be easier to chip down IS to be compatible with CE at this point by making exit beacons mandatory jumps, and I don;t know where to begin telling you the no-rebels bit sorta defeats the purpose of CE.

Re: FTL Captain's Edition 1.062f

Posted: Thu Oct 24, 2013 12:05 am
by Flypaste
PaladinGreco wrote:Infinite Space is not compatible with Captain's Edition.

You'd basically have to go into CE and disable events by-line until you got it into a compatible range, and by then... what have you been working for would sum up the feeling you'd have. :|

It would be easier to chip down IS to be compatible with CE at this point by making exit beacons mandatory jumps, and I don;t know where to begin telling you the no-rebels bit sorta defeats the purpose of CE.
I thought the point of CE was to have a bunch of game improvements smacked together? Modpack.

Re: FTL Captain's Edition 1.062f

Posted: Thu Oct 24, 2013 12:44 am
by PaladinGreco
It is, more or less. But the development of most of these mods as separate entities has ceased. It would be like FTB Unhinged if GregT took over development of all of the components and made it into a stand-alone.

Also, FTL hasn't adopted a ForgeCraft-esque core standard like Minecraft FTB has. So you will have to manually peruse the mod, and do a ton of XML editing (which isn't difficult, actually) to make CE talk to IS. Well, what's left of CE after you delete all the rebel related bits, which is... a lot. So while this won't be terribly hard if you understand XML (which is easy to pick up, since it is more or less plain text pretending to look like HTML) there's a lot of editing to do. Scores of events will have to be edited by-hand to remove all mention of the rebels, regardless.

I'm sure it can be done, but it means a lot of work. And play-testing.

EDIT: You know, this makes me wonder if SleeperService keeps all the components of CE separated while working on them, and throws them all together for releases, or just keeps the whole mod in the one lump we download it as.

Re: FTL Captain's Edition 1.062f

Posted: Thu Oct 24, 2013 9:07 am
by Sleeper Service
Part of the the reason for turning Balanced Arsenal, Typ B Enemies and Battle Stations into CE original, was that it got really tedious to have just two components separately and keep them compatible already. Since then everything goes into one big mod, the components serve more as an orientation. Dividing CE into its bit would be incredible busy work now and after that they would not be compatible any more (well with the new MM tags they could be but still, why?) There are still plans for givin BA, TB and DE another stand alone release, maybe...

Yeah and as described, making a CE Infinite thing would be possible, but would involve a lot of busy work.

Re: FTL Captain's Edition 1.062f

Posted: Thu Oct 24, 2013 10:18 am
by R4V3-0N
Personally I do not want an infinite CE.

I do wonder if it is possible to change or remove the boss for something new, unless that is hard coded. or making the Last Stand different, like taking out 2 Rebel Cruisers first to make it easier to get to the flagship or what ever.
Not that the current boss is not good, but after killing it a thousand times you need something that is less easier to use the same strategy.

Re: FTL Captain's Edition 1.062f

Posted: Thu Oct 24, 2013 1:53 pm
by Mr. Mister
Ehhhmmmm... regarding the "Sell one of your crew members and share the reward" event: unsensical things happen if you have a crewless Vortex. You still get the scrap, and it might even happen that the non-existant crew member fights back and suddenly becomes an intruder from nothingness.

(I also had a funny moment when, after killing the crew of another ship in an act of piracy, the only crew member I had, a Mantis, deserted "and took the cargo ship with her". Cue to said cargo ship exploding two econds after due to the fire).


Still, I'll take what you can do, workaraounding hardcoding. Gotta wait 'til Overdrive for that and the boss (I thought of replacing all missing crew-members with holograms at each stage (not counting the ones manning teared parts of the ship), and even forcing the AI to activate when, say, there are less tahn four crew members left).


Oh, and seems there's a broken name on nebula sectors.