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Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Wed May 25, 2016 1:59 am
by BcSeed
Super overhyped, bad mod, lot of unbalanced content, that mostly destroyed the game, quantity > quality, this author motto.
Trade goods for some reason are placed on Augmentations slot, instead of other, added slots. Game is way too hard to keep this useless thing there instead of normals augmentations. Weapons are totally unbalanced, maybe few are good, rest are useless, or too OP. Same drones.
The most destroyed thing are random enco. 90% of them are negative all the time, so after 3 games u keep ignoring every single distress signal, because almost everytime u gonna get totally screwed. Also, never understand making game the hardest u can, the key is to make game BALANCED (Look at Dark souls series), not hardest u can, normal peoples only get annoyed by something like that. Theres of course some good solutions, like creating thing on empty sectors, but pros dont gonna cover cons in this one. I saw this mod on CobaltStream stream, think its gonna be cool to play old game, that i arleady beat on 100% even more times than one with new content, but this is just bad. Like i say, author just confesses "quantity > quality" religion, i dont get why this mod is so overhyped, big disappointment for me.
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Wed May 25, 2016 2:24 am
by stylesrj
90% of the Distress signals in FTL were "Give us your fuel and we'll give you a sector scan or hull repairs! Who cares if you're only one beacon from the exit!"
Or they contained a ship needing help and it turns out to be a pirate ambush or they were being chased or it's an escort mission.
CE doesn't really change that much except now if you're a pirate type you can attack them for better loot!
And the trade goods thing... if you don't like it, don't use it. You have to work within the limitations of the game and CE does a good job at it.
Although to be fair, you are right about the weapons. There's too many useless guns or weapons that serve the AI better than the player (Minelayer drone anyone?)
But come on, haven't you always wanted to say to those boarding parties "Yes I do mind you trying to take over my ship!" and being able to deny them access?
"Yes, we have a problem with our medical unit. But you have a problem with your teleporter!"
Of course, you're probably not going to read this counter-argument. Because many people just join the forums to say one thing and then leave before the others can return fire. Like Mantis ship collectors.
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Wed May 25, 2016 2:43 am
by BcSeed
U didnt say even one counter arguments, i just say what i didnt like on this mod (almost everything), i dont think theres any point to discussion about that.
CE didnt change anything on existing encounters i think, but it adds way more, that 90%+ have negative effects, that why after 3 games i start totally ignore them, because there was no sense to risk being screwed, when the game is so insanely (almost pathetic) hard. Not worth at all.
"And the trade goods thing... if you don't like it, don't use it. You have to work within the limitations of the game and CE does a good job at it"
Yeah, its great response "U didnt like something, dont use it", like it change that this mechanic didnt fit game style at all. Its just too much shit in this mod to make it balanced, and this is whats killing this modification. Its like author know that, and just make this mod for "hardcore" players only, because only thing he could do with this ammout of content was making this game too easy, or too hard.
No sense to discuss anyway, cuz i arleady delete this, gonna check other, more polished modifications.
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Wed May 25, 2016 2:53 am
by stylesrj
CE didnt change anything on existing encounters i think, but it adds way more, that 90%+ have negative effects, that why after 3 games i start totally ignore them, because there was no sense to risk being screwed, when the game is so insanely (almost pathetic) hard. Not worth at all.
You pointed out distress signals in particular as something to avoid. If anything, distress signals already screwed you over and CE just adds more outcomes to screw you over. So it's not really much of a difference.
It'd be like if someone made a mod for Dark Souls which added like 20 more BS bosses. The bosses you're currently facing are already dangerous and overpowered. What's another 20 going to do except make you learn 20 new patterns?
At least you get to stick that distress beacon where the sun doesn't shine if you're morally questionable.
"Drone parts in exchange for fuel? Screw you! Have a laser instead!"
Where can you do that in Dark Souls?
"And the trade goods thing... if you don't like it, don't use it. You have to work within the limitations of the game and CE does a good job at it"
Yeah, its great response "U didnt like something, dont use it", like it change that this mechanic didnt fit game style at all.
How would you improve it? Put Trade Goods in weapons or Drones slots? Great! Now what if you don't want to use Drones? Oh no, you can't sell your Trade Goods!
No sense to discuss anyway, cuz i arleady delete this, gonna check other, more polished modifications.
Oooh lemme know of other polished game-changing modifications!
... did you get SMPK? Because that's all I got.
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Wed May 25, 2016 7:25 am
by meklozz
I think the point was to get rid of trade goods, not improve them. But as far as balance goes, there isn't really much to balance them against - it's an alternative way to earn some scrap. And it can work a little if you get to know it.
Anyway, I think BcSeed has way to little time with the mod to say whether events and other stuff is balanced. People do the same with FTL, and while I don't disagree it's more in the quantity side, there is also a lot you can do to improve your chances. Just don't expect it to be same as vanilla.
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Wed May 25, 2016 7:28 am
by stylesrj
meklozz wrote:Anyway, I think BcSeed has way to little time with the mod to say whether events and other stuff is balanced. People do the same with FTL, and while I don't disagree it's more in the quantity side, there is also a lot you can do to improve your chances. Just don't expect it to be same as vanilla.
Basically it's "I lost my ship a few times so therefore it's the mod fault I lost" when in reality it's the entire game out to get you regardless of the content installed.
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Wed May 25, 2016 7:32 am
by bamalf
Oooh lemme know of other polished game-changing modifications!
I think that Arsenal + is more polished mod, but it is only Russian language

wrote about it here
http://www.ftlgame.com/forum/viewtopic.php?f=12&t=29385
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Sat May 28, 2016 9:20 pm
by Rebel
Out of curiosity, could you possibly make a CE addon that would in essence, allow you to make your own sector map and be able to implement it into the game as well? i.e choose which sector types would appear and where on the sector map and be able to name them as well?
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Sat May 28, 2016 11:08 pm
by stylesrj
Nope. It's all hard-coded and random as to what sectors appear.
The only thing you could do is determine whether or not it's a homeworld/stronghold and thus it only appears in Sector 3+
Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282
Posted: Sun May 29, 2016 8:38 pm
by Seike
Just thought I'd join the chorus of folks who want a fix for the freeze glitch with CE. I have been running it on two different computers and it crashes on both. Neither computer is a gaming computer neither has a great graphics card or a ton of memory, but they handle plenty of games that need more resources than FTL CE. I've logged ~300 or so hours on FTL vanilla and I don't remember it freezing once.
My Laptop's System: 64 bit win 7 4gb ram.
So my experience of the crashing (similar to many others') is consistent pattern of freezing and it's very problematic. I'll have just jumped into a sector, most recently it was a nebula with a auto scout in the first sector. The initial fight info screen appears ("An automated rebel scout appears..." or something to that effect) and I sometimes actually get so far as to officially pre-pause the game like I normally do before beginning. But before I can close the fight info window my desktop pointer (not the in-game pointer) appears on top of the program, the screen goes "light" like a program that is unresponsive, and eventually windows asks me if I want to wait or close the program.
It doesn't occur every fight, but usually about once in the first sectors. It will always occur at the beginning of a battle or when I have just jumped. It seems to occur frequently with Automated Rebel Scouts, but not exclusively (once it crashed on the traveling between galaxies screen). I don't know anything about glitches, but I'm inclined to believe that the nature of the freezing isn't a crappy memory issue on my end. Although that's an easy thing to point to, I just don't believe it's causing this glitch. I hypothesize some exception that causes an endless loop that can never be resolved occurs. It definitely doesn't happen when a hell of a lot of action is happening on screen - It usually crashes when the game is actually paused at the beginning of a fight and the screen has no action going on, and the battle hasn't commenced yet. Outside of these consistent and repeatable crashes, the game isn't slow or laggy at all even when lots of stuff happens at once.
On my desktop I noticed this freezing was exacerbated by trying to use better planets and when I stopped using any additional mods besides CE + CE resources it's a bit more stable. My laptop, though, still crashes consistently even with just CE + CE Resources in the proper loading order.
Screenshot:
http://imgur.com/yB7xn6M
Very interested for an update to resolve this glitch as I love FTL and CE looks like it's an impressive advancement for the game.