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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Sleeper Service
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Sleeper Service » Sun Feb 23, 2014 2:43 pm

Estel wrote:1. Meeting rebel fleet at beacon exit disables possibility to jump into next deep space sector - no matter if we're at normal sector, or already in deep space.


Yeah, I simply forgot to change that. Will be fixed.

Estel wrote: Upon entering last beacon of deep sector, we're *given* a free fuel cell. Is it intended, that traveling deeper into space is free? (you aren't suggesting, that we travel there at impulse engines? :shock: )


That is necessary in case you jump there with your last fuel, because this would else force you to jump to a regular sector. You need one fuel to jump to deep space, if you don't have it there is no possible event option, leaving you with a crash or an automatic event end.

Estel wrote:5. This dude here lacks shield bubble:
http://s2.postimg.org/q9xrbhs6v/bublele ... _inter.jpg


I'm still not sure what caused this, I did reset this already...

Estel wrote:BTW, got this event in deep space sector entry IIRC (for sure "somewhere" in deep space), and event text was lying a little (entire sector *wasn't* experiencing plasma storm).
(Severity: Minor)

7. The asteroid-belt type hazard sector states (in event text) that rebel fleet will have trouble traveling trough this sector. Hoever, it advanced at perfectly normal rate (not reduced, like in nebula). (Severity: Medium)


Yeah I'm going to take these out cause I will not start to rewrite all this events for CEI.

Estel wrote:Rebel fleet have exactly the same delay at the start of sector in in normal ones and in deep space. Intended? If it's modding limitation, then pity, as having them advance normally in regular sectors, and start *muuuch* later in Deep Space would add nice to the feel of hiding under the rock somewhere away ;)


Thats mostly for coherency. There is never any real haste anyway, cause you can always escape to deep space. I wanted to give the player a change to fully explore the regular sectors as well, having regular sectors to explore in infinite mode was often requested.

Estel wrote:1. Like other, I was shocked initially, upon seeing upgrade cost prices. Until I realized, that only their "entry" cost was increased, while further upgrades cost almost the same - increased by the same raw amount of scrap, as it was in vanilla. So, if in vanilla, lvl 3 of some system was 50 scrap more expensive than lvl2, it is still 50 more scrap expensive in Infinite.


Sounds reasonable. I just did a single test run by the way, just to see if it technically works. Exponential upgrade progression coming up in the next update.

Estel wrote:1. Have you differentiated prizes for killing enemy crew weapons as opposed to boarding (if it would it be even possible)? It may be placebo effect, but I feel like getting better rewards when exterminating enemies via Bio-beam, than when killing them in boarding operations, with my crew on their ship.


As far as I can tell, thats just your confirmed bias.

Estel wrote:2. Is it still possible to get into Crystal sector while playing CE infinite?


Nope, the deeps space sector is technically the Crystal sector. ;) You can still get crystal crewmen through the quest, but the ancient device event is disabled in CEI. It would just take you to another deep space sector anyway.

Estel wrote:. I got one quarantine-like beacon in deep space - the empty one with "huge bio-hazard warning" on it. And it wasn't feeling out of place! I think that meeting quarantined planets with quarantine events in Deep Space would be a nice touch (just like in any civil sector we can meet "planet of great beauty" sending looped quarantine warnings) - after all, small outbreaks + quarantine fleets could happen in any beacons. Also, it would pose a greater risk to our crew, as we may not be prepared (Medical system lvl 2/3) for plague while traveling Deep Space.


The problem here is that a lot of the event texts refer to what is happening in the whole sector (like the Hazard events mentioned above). Rewriting these is a lot of busy work and really boring.

Estel wrote:// Edit
Another suggestion to Infinite - would it be possible to, somehow, allow Deep Space with enemies at difficulty level of sector 8? (not suggesting to make it continue after Boss fight, just to somehow script and allow getting as hard enemies earlier).


Deep space always scales its enemies like the previous sector. So no, this is not possible, I haven't tested it, but I'm pretty sure jumping to deep space from sector 8 causes crashes, or at last returning to normal sectors from there would.
Nider_01
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Nider_01 » Sun Feb 23, 2014 4:29 pm

Nope, the deeps space sector is technically the Crystal sector. ;) You can still get crystal crewmen through the quest, but the ancient device event is disabled in CEI. It would just take you to another deep space sector anyway.

I found ancient device in deep space. :? But I haven't crystal crew to test it...
Russian Rockman
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Russian Rockman » Sun Feb 23, 2014 4:33 pm

You should test what happens when jumping to secret sector from sector 8 though. Or I'll do it next chance I get. Sometimes I've been surprised with things I've tested, but it probably would cause a crash.

About the quarantine events and crystal sector... I still think it might be a good idea to disable the most generic sectors so that the normal sectors are only ones like quarantine, AI controlled, or industrial, or homeworlds just to mix things up. I haven't come across any of these events in deep space so far. And for base CE I do think it would be a good idea to tweak the Homeworld event probabilities. It always bugged me in vanilla. You should encounter only Mantis in Mantis Homeworlds and in my opinion they should have more risk/reward than standard sectors. Also, just for CE Infinite maybe a new unique sector could be created for the Crystal Homeworlds and have a chance of spawning as a normal sector. That way we can still get the Crystal events and maybe if you have a Crystal Crew at the start of this sector it will still spawn its quest.
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Estel
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Estel » Sun Feb 23, 2014 5:51 pm

Sleeper Service wrote:
Estel wrote:7. The asteroid-belt type hazard sector states (in event text) that rebel fleet will have trouble traveling trough this sector. Hoever, it advanced at perfectly normal rate (not reduced, like in nebula). (Severity: Medium)


Yeah I'm going to take these out cause I will not start to rewrite all this events for CEI.


Understood - but, just to be sure that we're talking about same thing - *only* the plasta storm thingie was a problem in CE Infinite. The asteroid belt from my quote above, that should delay rebel fleet, was a "legit" hazard sector (sector 6, in my case), not in deep space. Everything worked as it should (99% of beacons there had asteroids, special events, etc), except for rebel fleet, that wasn't advancing slower than normal.

Thats why I've posted in under "CE base" section of bug report.

Sleeper Service wrote:Sounds reasonable. I just did a single test run by the way, just to see if it technically works. Exponential upgrade progression coming up in the next update.


Thanks! (and for other things you accepted for fixing/tweaking, of course) Yea, I remember statement about "just throwing it up" after single test run, thats why I took disciplined approach to keep and eye on balance and think about possibilities to improve it (and then calculate results, to check if my ideas have sense in real world :D ). I'm glad that it sounds usable.

Sleeper Service wrote:Nope, the deeps space sector is technically the Crystal sector. ;) You can still get crystal crewmen through the quest, but the ancient device event is disabled in CEI. It would just take you to another deep space sector anyway.


Thought as so ;)

Russian Rockman wrote:Also, just for CE Infinite maybe a new unique sector could be created for the Crystal Homeworlds and have a chance of spawning as a normal sector. That way we can still get the Crystal events and maybe if you have a Crystal Crew at the start of this sector it will still spawn its quest.


While it would be nice to have chance for Crystal sector quest while playing CEI, I'm afraid recreating it correctly is just impossible. Having it as normal "unique" sector would kinda kill the magic - seeing the legendary Crystal homeworlds every dozen of runs, or more - not to mention being not entirely lore friendly (Crystal Homeworlds in the middle of the "highway" to Federation base? And they still "doesn't have any records" for crystal ships? :shock: No doubt Federation is collapsing, Turzil need to be fired)

After all, I consider CE Infinite as alternate experience, not something to replace normal sessions for every and each playthrough (like CE did for me, vs vanilla - CE just never ceases being active in my modlist ;) )

Sleeper Service wrote:The problem here is that a lot of the event texts refer to what is happening in the whole sector (like the Hazard events mentioned above). Rewriting these is a lot of busy work and really boring.


Ack(nowledged). But, it is busy work as in "lot of scripting", or as in "lot of flavor text to edit, cutting out things that don't match, but leaving their spirit and lore-friendly thing"? If it's the latter, maybe CEI fans could volounteer - it would be nice to have as diverse deep space sectors, as possible (especially the quarantine things - as it adds unexpected risk).

Russian Rockman wrote:About the quarantine events and crystal sector... I still think it might be a good idea to disable the most generic sectors so that the normal sectors are only ones like quarantine, AI controlled, or industrial, or homeworlds just to mix things up.


I'm not sure if I understand this correctly - you're thinking about disabling civilian events for deep space, alltogether? :shock: It would be a little strange to not encounter "regular" situations there, just a mix of extremes from faction-controlled sectors. It would feel more tense than regular sectors, while we're in some backwater systems (think Outer Rims from SW universe)

Russian Rockman wrote: And for base CE I do think it would be a good idea to tweak the Homeworld event probabilities. It always bugged me in vanilla. You should encounter only Mantis in Mantis Homeworlds and in my opinion they should have more risk/reward than standard sectors.


Nah, pirates should have chances to appear anywhere, they're like bacteria, you know? ;) Also, there are many lore-friendly vanilla events with factions meet on other's one homeworld (like the rock renegades hiding from Zoltan border police on Zoltan sectors).

/Estel
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Sleeper Service
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Sleeper Service » Sun Feb 23, 2014 6:08 pm

Russian Rockman wrote:Also, just for CE Infinite maybe a new unique sector could be created for the Crystal Homeworlds and have a chance of spawning as a normal sector. That way we can still get the Crystal events and maybe if you have a Crystal Crew at the start of this sector it will still spawn its quest.


Yeah, i think I'll include that, but with the usual requirement of having a crystal crewmen aboard to be able to enter it. The start event for that sector could include the ancient device and would just warp you on to another deep space sector if you have no crystal aboard.

Right now I'm more fascinated of enabling the player to find something about 500 slightly different weapons in the game. I made a huge template for CE Endless Loot and started assigning the tags.
Last edited by Sleeper Service on Sun Feb 23, 2014 7:52 pm, edited 1 time in total.
The wise Sten
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby The wise Sten » Sun Feb 23, 2014 7:04 pm

Sleeper Service wrote:
Russian Rockman wrote:Also, just for CE Infinite maybe a new unique sector could be created for the Crystal Homeworlds and have a chance of spawning as a normal sector. That way we can still get the Crystal events and maybe if you have a Crystal Crew at the start of this sector it will still spawn its quest.


Yeah, i think I'll include that, but with the usual requirement of having a crystal crewmen aboard to be able to enter it. The start event for that sector could include the ancient device and would just warp you on to another deep space sector if you have no crystal aboard.

Right now I'm more fascinated of enabling the player able to find something about 500 slightly different weapons in the game. I made a huge template for CE Endless Loot and started assigning the tags.


Does that mean CE Endless loot is coming soon?!
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Sleeper Service
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Sleeper Service » Sun Feb 23, 2014 7:52 pm

Not sure how long it will take to apply all the tags, but It will be the next thing that will be released.
The wise Sten
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby The wise Sten » Sun Feb 23, 2014 8:48 pm

Sleeper Service wrote:Not sure how long it will take to apply all the tags, but It will be the next thing that will be released.


Yay! :D
Acceleratio
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Acceleratio » Sun Feb 23, 2014 9:04 pm

Is it just me or are the PSA events in deep space not working anymore. I get the warning but my ship doesnt get targeted anymore...
Mr. Mister
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Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Mr. Mister » Sun Feb 23, 2014 9:26 pm

I was thinking, sleepy, that maybe you would want to give PDS (planetary or point) spotter ships their own weapon list with higher probability of effectors and bombs, as to increase the chances that you're gonna have engines or cockpit temporarily disabled.

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