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

Distribute and discuss mods that are functional. Moderator - Grognak
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R4V3-0N
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Re: FTL Captain's Edition 1.064

Post by R4V3-0N »

Captains Edition does NOT replace vanilla ships or vanilla crew.
Typically only the starting augments and weapons in the 'add on'

I doubt he would do an Ai Vortex, but you can easily make one on superluminal, you don't even need superluminal and just edit the blueprints.

Remove the starter engi, add ghosts, or make an augment that gives you ghosts (Ai hologram in CE).
Do not ask me how to make the augment, but the ship part is easy.
R4V3-0N, a dreamer.
Mr. Mister
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Re: FTL Captain's Edition 1.064

Post by Mr. Mister »

R4V3-0N wrote: Remove the starter engi, add ghosts, or make an augment that gives you ghosts (Ai hologram in CE).
Do not ask me how to make the augment, but the ship part is easy.
No, I mean giving it whatever "AI ship" flag the auto-ships have. It makes it so that you don't need any pilot to jump nor dodge (and I mean full dodge, not the autopilot fraction). It also seems to always regard your status as "full crew", meaning you don't lose by crew anihilation and can't contract crew members on shops, yet you can still recieve the ones from events (and it won't ask you to dismiss anyone). The catch is that you don't recieve the basic manning bonuses on any system, though the guys still level up and the green and yellow bonus do apply.

Of course it synergizes very well with the hologram generator, letting you keep the full ship in a vacuum.


Anyway: I just beat it on CE Normal for the first time, thanks to the CE Nisos, its ultra artillery beam, and an Ion blaster MkII.

Some things:
-Still suffering from the missing bomb explosion texture. It's a red one, can cause fire, and does one system damage.
-On an out-of-fuel event, a civil ship offered to sell me some fuel, but since I didn't have enough scrap, it was either passing or attacking (considered piracy). Seeing how last time I pirated I lost a crewe member who decided to take the captured (and about to explode from fire) ship, this time I destroyed it... yet I only got Consumer Goods, no fuel at all.
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R4V3-0N
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Re: FTL Captain's Edition 1.064

Post by R4V3-0N »

I know what you mean, but to make that happen you need to start with no crew and edit the starting beacon to...
A) have a special blue option for an augment you got that gives you the crew.
B) do it for all ships (game beaker)

You need no crew so it's flagged as an 'auto' ship and then you add crew later, this means removing the engi and adding him later. That means he has to put more effort into this 1 specific ship.
As I said before you can request someone else to make a ship like this, I would do it but I do not know how to edit quests and augments so you get the crew ASAP at the start beacon. :(
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Mr. Mister
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Re: FTL Captain's Edition 1.064

Post by Mr. Mister »

It seems I didn't make myself clear: sMPK, an add-on for CE, already has an AI Vortex with everything I mentioned (only if you use the patch for CE Rebalanced Starting Ships of course), and it's a lot of fun, which is why I was suggesting Sleeper to consider incorporating it into his main CE rebalanced starting ships add-on.
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R4V3-0N
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Re: FTL Captain's Edition 1.064

Post by R4V3-0N »

I think I am misreading you, your misreading me, or misreading each other.

But in short. if it involves making a ship automated, it won't be added, if it is putting the AI Generator on it (which I think it is on the add on) then yes.
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The Captain
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Re: FTL Captain's Edition 1.064

Post by The Captain »

There's a sector called "The Abondand Mines." Is that supposed to be "Abandoned"?
videogameguy54
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Re: FTL Captain's Edition 1.064

Post by videogameguy54 »

Maybe you could include an unlimited run mode, much like the "Infinite Space" mod. It could ramp up the difficulty, and maybe have mini-boss capital ships at the end of the sector. I would really enjoy getting to screw around with my new weapons rather than just quitting after beating the final boss.
Still an awesome mod though.
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Sleeper Service
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Re: FTL Captain's Edition 1.065

Post by Sleeper Service »

Update time once more. Among some fixes the AE component has been extended further. The People Modified Addon was also extended (the additions include Humans in space suits, cloaking Slugs, metal Rockmen...) and features some pre-made skin packs now. These are easy to install .ftl files as you know them, in case you don't want to bother with customizing the addon yourself.

1.065
-Global enemy ammo capacity fine-tuned
-All troopships and most stations start with doors lvl2 now
-UI icons and mini-ship icons from sM polish kit integrated
-Incorrect price calculation for hiring crew from black market stations fixed
-Station surrender offers are more randomized again
-Spending time in debris fields to salvage now yields standard rewards instead of stuff rewards
-Four cut Mantis and Rock events modified and reintroduced to the game
-Some more events and blue options added
-AE: Two new augments added
-Ammo Manufacturer production capacity increased
-AI Avatar Generator can fail now
-Some vanilla augments rebalanced to fit in with AE
-Some vanilla augs made available in shops
-A few more sector names added

People Modified Addon 1.05
-Nine new crew skins added
-Some visual glitches and wrongly assigned crew sheets in the addon fixed
-The Addon now also contains three premade mod files for easiyer usage
Last edited by Sleeper Service on Thu Oct 31, 2013 12:29 am, edited 1 time in total.
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Working on a sci-fi deckbuilder nowadays.
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Sleeper Service
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Re: FTL Captain's Edition 1.065b

Post by Sleeper Service »

Uh yeah, you know how it is...

1.065b
-A missing textlist added
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Working on a sci-fi deckbuilder nowadays.
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R4V3-0N
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Re: FTL Captain's Edition 1.065b

Post by R4V3-0N »

quick question?

are people aloud to use Captains Edition weapons, augments, or drones in there mods but only if it needs CE to work? Because I really want to use the mines on some a ship I'm working on or effectors.

Or do you need specific permission from you or no one is aloud?

Edit: and could it be sliiightly easier to tell what is and isn't a Engi sector or a Mantis sector before we jump? ^^;

And also earlier you said Federation sector, is that still in the game? (if so and is it renamed, what is the name?)
I really want to run into a federation sector.
R4V3-0N, a dreamer.
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