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Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 7:16 am
by R4V3-0N
Oh and by the way thanks again for using my ship Sleeper, If your ever interested you can always give me a quick pm and telling me if you can use a ship I made, I seriously don't mind.
(I can obviously tell that other ship I released so far won't work, to big.)

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 10:30 am
by Mr. Mister
You didn't remove fire chance from the healing bombs... while it's interesting as you said for rockmen, it heavily cripps the Stormwalker.

ANd talking about the Stormwalker: I did end up getting two Auto Lasers MkII along the way, as well as an Ammo Factory Unit and a Pyro Missile (and a stupid Ion Burst MkI to got with the lasers).

Two Auto MkII are something to respect: they alone can pierce through any amount of shields. I have defeated 5-shielded satellites with them.

Too bad I was stupid and, after an ion storm, I tped two mantis over to an auto-ship... without powering the teleporter more than one bar (out of three). And then I did the same with two slugs.

I still would have won if I had been able to use the advanced disruptor on the capital ship though.

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 12:56 pm
by Sleeper Service
Yeah Auto Lasers are pretty underrated, they are much more useful than they seem at first. The fire chance of the healing cluster bomb was actually remove, I just forgot to add this in the changelog (edited now).

I will look into the Mantis sector crash.
aaaaaa50 wrote:
-Combat augments can now be used against the flagship, allows for interesting new possibilities
I literally discovered this in the last minute and just put it in on my final testrun, so that feature is currently not completely fine-tuned. Turned out the BOSS_TEXT events let us insert choices, the boss spawn might be unrelated, but maybe it is even possible to spawn the boss anywhere with calling this events...

My Red-Tail test-run went decent, artillery events worked fine, but I did't find a single weapon along the way, had to buy everything and ran out of missiles and drone parts in sector 7. With two auto laser, an old laser and a Leviathan launcher out of ammo the boss took me down quickly in phase one. At last I managed to completely irradiate it's crew with the radiation projector before that. As you can see this also revealed that the boss seems to have a way better crew AI than usually ships. It fully powered the medbay and run all his crew in and out to keep everyone alive. Was quite a surprise to see that.

Current planes involve to customized the use of combat augs for the boss, like adding the option to hack artillery system for the Internal Effector offers. Randomized weapons don't work on the boss, but there might still be a possibility that pre defined weapons work. This could potentially enable the boss to call in artillery support, which could be a nice way to spice up the fight in later phases. It would force the player to play the boss less passive and create more pressure. Phase III is already way more difficult with the new boss change, a three minutes artillery deadline could make it feel even more like a final fight.

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 2:40 pm
by Mr. Mister
You could try changing the boss' mounted weapons' order.

I can see it getting more dangerous if the ion and laser echanged places: the laser is basically a joke at the third phase, while the ion would prove very threatening if you're under its effects during phase 2 and 3's power rush.

Hardmode: the mounted weapons' rooms are connected to the rest of the ship.

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 4:24 pm
by ScubaSteve3465
Encountered a bug with the newest version. I warped into the fleet (my only escape) and the entire screen was bugged. I will upload a screenshot below shortly. The entire UI was bugged, the system icons were all a neon green bubble, best way to describe it. There was a small black area in the top left of the screen that was just black. There was still an open event window even after the attack began and a few others.After i warped away it was again fine. Only encountered this on the new version not the previous one.

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 4:34 pm
by ScubaSteve3465
Sorry for the double post, the edit button kept giving an error. An update to the previous post, it seems like everytime i encounter the rebel fleet im getting this Graphical bug. Im only using your mod and Better Planets 1.2(without hubble version). I attached the picture to this post. Should I roll back to the previous version or is it perhaps a problem with the 1.2 version im using?


IMAGE LINK: Image

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 4:42 pm
by Sleeper Service
Hm did that occur at a nebula beacon?

/Edit: Actually that might be connected to Better Planet and Backgrounds. If you use that mod alongside CE you have to load it before CE, else it will override CE's new backgrounds and that will cause this glitch. Forgot to add this not self explanatory information to the OP. Sorry. :|

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 6:34 pm
by ScubaSteve3465
So the Better Planets mod has to be loaded BEFORE Captains Edition?

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 6:41 pm
by Mr. Mister
Check if the "Interviene to defend the outpost" event choice lets you use combat augs on the following window (which it should, but doesn't for me, not the internal effector at least).

Re: FTL Captain's Edition 1.067

Posted: Tue Nov 19, 2013 8:14 pm
by Sleeper Service
ScubaSteve3465 wrote:So the Better Planets mod has to be loaded BEFORE Captains Edition?
Yes, exactly.