I haven't run into any super powered vanilla enemies in a long time. I think back in 1.052?
@ Reaper2507 : It is possible to unlock any and all ships in Captain's Edition. I got the Slug Cruiser after installing the mod, and I've been to the Hidden Sector thrice since (I already had the Crystal Cruiser). I also recruited a Crystal Crewman earlier today. No cheating is necessary. :'D
@ Sleeper Service : Suggestion: Make the production augments into a menu system of choices. For example, select the augment at an empty beacon, which then takes you to a new dialogue box that asks you how much scrap you would like to expend using the augment, which in turn also produces different amounts of the item in question. Think of it as a reverse vendor encounter, where they trade fuel for scrap, scrap for missiles, or scrap for drones. That may fix the problem you are having with finding the right balance of output to input.
Also, boo on any of the production augments having a failure chance (Holograms). If there's one thing I've learned over the years, it is that Korean MMO mechanics are terrible. Paying the RNG tax is the reason I know better than to play the lottery or RO. Please, just jack up the price of using the augments instead. A lot. I'll take expensive but dependable over inexpensive but unreliable. Heck, I'd even suggest making use of the sub menu idea above to take the expensive route for a guaranteed AI Avatar, or the cheap route to play the lottery for one.
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Sleeper Service
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Re: FTL Captain's Edition 1.065e
Hm I'll consider it. The fail chance is pretty low and I felt like it makes gaining crew to easy.
Making this kind of production menu was also considered, but that production capacity is limited is part of balancing the augment. The aim is that is provides enough missiles to support a two missiles ship, but still does not flood the players holds with missiles.
Making this kind of production menu was also considered, but that production capacity is limited is part of balancing the augment. The aim is that is provides enough missiles to support a two missiles ship, but still does not flood the players holds with missiles.
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Re: FTL Captain's Edition 1.065e
I'm not sure that getting new crewmen is really all that easy. I can only speak from experience, here. Yeah, I had one run after saying getting crewmen was tough where the game threw crewmen at me like a thunderstorm throws raindrops, but that was just the one time. Nothing remotely like that has happened since. Even so, this is probably not a trend for everyone, just me. So fair enough on that feeling.
Oh, I'm not saying make the menu grant a ton of missiles. I'm aware of how imba that would be. I've only had access to the missile generation augment on runs where I didn't even need it. My suggestion is only that you try the menu option so you can test multiple levels of input versus output. Whether it is the right answer in the final product is not for certain. It needs testing, too. :'DSleeper Service wrote:Making this kind of production menu was also considered, but that production capacity is limited is part of balancing the augment. The aim is that is provides enough missiles to support a two missiles ship, but still does not flood the players holds with missiles.
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Re: FTL Captain's Edition 1.065e
Hello Sleeper Service,
I recenty started playing FTL again and (luckily) I found this great mod of yours. Thanks for making this great expansion for FTL
I was recently thinking about some things that this game lacks, and while playing your mod I had an idea for a new combat augmentation, which I think could fit in really nicely. Here is my idea:
Combat Scanners (or perhaps combat sensors).
They would work like other systems that are activated before the enemy is engaged(like the radiation projector and the like).
What they do is provide information about enemy ships, their systems and some not obvious things, to help plan your combat tactics.
The information could be more or less detailed(I would suggest making it random with better odds when the player ship has a high sensor level).
Here is an example:
Level 0: No information
The enemy ship seems to have a sensor scrambling active, you receive no usefull information about it´s systems.
Level 1: Basic Information:
The enemy Ship is has the following systems installed:
Weapon Systems: 2 Weapons
Cloaking: Yes
Drone Control: 2 Drone Systems
Teleporter: Yes
Level 2: Advanced Information:
Weapon Systems: 2 Weapons (Burst Laser III, Fire Bomb Mark I)
Cloaking: Level 3
Doors: Level 3
Drone Control: 2 Drone Systems (1 Improved Boarding Drone, 1 Defense Drone I)
Engines: Level 8
Medbay: Level 3
Oxygen: Level 3
Piloting: Level 3
Sensors: Level 3
Shields: Level 8
Teleporter: Level 3 (Teleport Room Capacity 2)
Crew: 4
Generator: Level 25
Ship Type: Rock Example Ship
Level 3: Complete Information:
Weapon Systems: 2 Weapons (Burst Laser III, Fire Bomb Mark I), 13 Missiles on board
Cloaking: Level 3 (Cloak Cooldown XX Seconds)
Doors: Level 3 (High Security Doors)
Drone Control: 2 Drone Systems (1 Improved Boarding Drone, 1 Defense Drone I), 12 Drone Parts on board
Engines: Level 8 (FTL Cooldown XX Seconds)
Medbay: Level 3 (High Healrate Medbay)
Oxygen: Level 3 (High Speed Oxygen Refill)
Piloting: Level 3 (Auto Pilot)
Sensors: Level 3
Shields: Level 8 (4 Shield Barriers)
Teleporter: Level 3 (Teleport Room Capacity 2, Teleport Cooldown XX Seconds)
Crew: 4 (1 Engi, 2 Rockmen, 1 Mantis)
Generator: Level 25 (Energy Output 25)
Augmentations: Rock Plating
Ship Type: Rock Example Ship
Some of this stuff is pretty obvious, but some of this information is normally not accessible in the game(exact weapons and drone system names, missile and drone part count, augmentations). Also, this augmentation could(to an extend) replace your sensors in a nebula, or if your ship has no or only basic sensors installed. Perhaps there could even be blue options in some events for this augmentation, but I don´t know where it would fit in to be honest.
well, I hope this example demonstrates how the augmentation could work. Unfortunately I don´t exactly know if this is even possible with FTLs modding capabilities.
If you think this idea sounds somewhat interesting(and this is possible at all), then I´d really like to see this added in some form in the future.
And please keep up your great work, your mod makes this game even more awesome than it already is
I recenty started playing FTL again and (luckily) I found this great mod of yours. Thanks for making this great expansion for FTL

I was recently thinking about some things that this game lacks, and while playing your mod I had an idea for a new combat augmentation, which I think could fit in really nicely. Here is my idea:
Combat Scanners (or perhaps combat sensors).
They would work like other systems that are activated before the enemy is engaged(like the radiation projector and the like).
What they do is provide information about enemy ships, their systems and some not obvious things, to help plan your combat tactics.
The information could be more or less detailed(I would suggest making it random with better odds when the player ship has a high sensor level).
Here is an example:
Level 0: No information
The enemy ship seems to have a sensor scrambling active, you receive no usefull information about it´s systems.
Level 1: Basic Information:
The enemy Ship is has the following systems installed:
Weapon Systems: 2 Weapons
Cloaking: Yes
Drone Control: 2 Drone Systems
Teleporter: Yes
Level 2: Advanced Information:
Weapon Systems: 2 Weapons (Burst Laser III, Fire Bomb Mark I)
Cloaking: Level 3
Doors: Level 3
Drone Control: 2 Drone Systems (1 Improved Boarding Drone, 1 Defense Drone I)
Engines: Level 8
Medbay: Level 3
Oxygen: Level 3
Piloting: Level 3
Sensors: Level 3
Shields: Level 8
Teleporter: Level 3 (Teleport Room Capacity 2)
Crew: 4
Generator: Level 25
Ship Type: Rock Example Ship
Level 3: Complete Information:
Weapon Systems: 2 Weapons (Burst Laser III, Fire Bomb Mark I), 13 Missiles on board
Cloaking: Level 3 (Cloak Cooldown XX Seconds)
Doors: Level 3 (High Security Doors)
Drone Control: 2 Drone Systems (1 Improved Boarding Drone, 1 Defense Drone I), 12 Drone Parts on board
Engines: Level 8 (FTL Cooldown XX Seconds)
Medbay: Level 3 (High Healrate Medbay)
Oxygen: Level 3 (High Speed Oxygen Refill)
Piloting: Level 3 (Auto Pilot)
Sensors: Level 3
Shields: Level 8 (4 Shield Barriers)
Teleporter: Level 3 (Teleport Room Capacity 2, Teleport Cooldown XX Seconds)
Crew: 4 (1 Engi, 2 Rockmen, 1 Mantis)
Generator: Level 25 (Energy Output 25)
Augmentations: Rock Plating
Ship Type: Rock Example Ship
Some of this stuff is pretty obvious, but some of this information is normally not accessible in the game(exact weapons and drone system names, missile and drone part count, augmentations). Also, this augmentation could(to an extend) replace your sensors in a nebula, or if your ship has no or only basic sensors installed. Perhaps there could even be blue options in some events for this augmentation, but I don´t know where it would fit in to be honest.
well, I hope this example demonstrates how the augmentation could work. Unfortunately I don´t exactly know if this is even possible with FTLs modding capabilities.
If you think this idea sounds somewhat interesting(and this is possible at all), then I´d really like to see this added in some form in the future.
And please keep up your great work, your mod makes this game even more awesome than it already is

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Re: FTL Captain's Edition 1.065e
Not possible.
If you have randomly generated spawns, you cannot know what systems they have, therefore you cannot write an event saying they have them.
If you have randomly generated spawns, you cannot know what systems they have, therefore you cannot write an event saying they have them.
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- Joined: Sat Nov 02, 2013 3:30 pm
Re: FTL Captain's Edition 1.065e
Oh well, ok. I guess forget whait I said there then 

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Re: FTL Captain's Edition 1.065e
del
Last edited by Nider_01 on Sun Nov 03, 2013 3:46 pm, edited 6 times in total.
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- Joined: Sat Nov 02, 2013 3:30 pm
Re: FTL Captain's Edition 1.065e
Hello, strangely I also experienced the bug with a black explosion animation, even with the newest version. The enemy ship used a fire bomb when this happened, but unfortunately I couldn´t tell which one exactly. I think it might have been Mark II, but it´s just a guess. It happened with an enemy slug and an enemy rock ship.
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Re: FTL Captain's Edition 1.065e
I keep seeing instances of [TYPE OF TEXT THAT SHOULD GO HERE] instead of event text. For example, on my last playthrough I got a teleport jammer, and a lot of the time that I used it it would just say something like [CE_TELEPORT_JAMMER_PREFIGHT_TEXT]. Is that a bug, or is it just a product of this not being "complete"?
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- Joined: Mon Oct 07, 2013 6:56 pm
Re: FTL Captain's Edition 1.065e
That's a bug.ArmedKevin117 wrote:I keep seeing instances of [TYPE OF TEXT THAT SHOULD GO HERE] instead of event text. For example, on my last playthrough I got a teleport jammer, and a lot of the time that I used it it would just say something like [CE_TELEPORT_JAMMER_PREFIGHT_TEXT]. Is that a bug, or is it just a product of this not being "complete"?