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

Distribute and discuss mods that are functional. Moderator - Grognak
Russian Rockman
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Russian Rockman » Fri May 22, 2015 10:39 am

stylesrj wrote:Pirate automated ships! Maybe some pirate sectors have automated ships but painted with purple markings. The rogues certainly have Stealth ships, Rebel ships, etc, so why not some automated drones? Maybe they were sold to them or stolen and reprogrammed.


I agree with the notion that pirates may seem a bit too powerful with automated ships.

What I would like to see is a few rare federation colored auto-ships. I had the idea that either the Federation has a very limited fleet of their own auto-ships, and/or they captured a Rebel auto-ship and reprogrammed and repainted it, and/or the Rebels painted the auto-ship in the Federation colors to ambush unsuspecting Feds like you! (Though this is a clear violation of war customs!).

I know I've seen at least a couple really good auto-ships re-colored in orange and white. ;)
Lunar
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Lunar » Sat May 23, 2015 1:41 am

I got to the crystal sector for the first time, but as soon I got there, I got the 6 legged aliens event where you try to communicate with them. I got the engi out of that, but the game crashed. I tried continuing, but it just caused it to crash again.
Klokinator
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Klokinator » Sat May 23, 2015 8:14 am

A suggestion for a future update, assuming it hasn't been suggested already. How about a really expensive 4th level for the cloning bay, which preserves a unit's skill levels? Or make level 3 do this, either way, the skill penalty sucks. I want an immortal crew, damnit!
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stylesrj
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Sat May 23, 2015 9:28 am

Klokinator wrote:A suggestion for a future update, assuming it hasn't been suggested already. How about a really expensive 4th level for the cloning bay, which preserves a unit's skill levels? Or make level 3 do this, either way, the skill penalty sucks. I want an immortal crew, damnit!


That's not possible via game mechanics. A level 4 Clone Bay means instant clones and full heal each jump.
Who cares about the skill penalty when your guys can just keep coming back the instant their body hits the floor?
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Biohazard063
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Re: Artillery

Postby Biohazard063 » Sat May 23, 2015 2:16 pm

Epsilon Carinae wrote:Suggestion: Make artillery a separate mod (by separate, I mean not part of the main mod, but a module). Because I am not a normal person.

Just patch this in at the end. Should make it so the artillery system no longer shows up in stores. Enemies can probably still have it.

https://www.dropbox.com/s/11zyw9nu4q3fm ... r.ftl?dl=0

For those willing to know what it is, it's just a data folder with a blueprints.xml.append in with the following code:

Code: Select all

<mod:findName type="systemBlueprint" name="artillery">
   <mod-overwrite:rarity>0</mod-overwrite:rarity>
</mod:findName>

This works right?
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
Klokinator
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Klokinator » Sun May 24, 2015 4:43 am

Too bad about the L4 clonebay :(

I had a question about retroactive mods. I have the Non-EL enemy mod currently being used, if I repatch and leave it out, will enemies on my current run be able to use the randomized weapons, or will I have to restart a new run?
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Sleeper Service
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Sleeper Service » Sun May 24, 2015 11:04 am

Klokinator wrote:I had a question about retroactive mods. I have the Non-EL enemy mod currently being used, if I repatch and leave it out, will enemies on my current run be able to use the randomized weapons, or will I have to restart a new run?

I'm not entirely sure about that, the change might only take effect after jumping to a new sector.
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Epsilon Carinae
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Re: Artillery

Postby Epsilon Carinae » Mon May 25, 2015 4:57 pm

Wait, wait, wait...
Biohazard063 wrote:Enemies can probably still have it.

Enemies can have artillery!?
I am an innocent ant in an unforgiving world.
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stylesrj
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Mon May 25, 2015 7:04 pm

Epsilon Carinae wrote:Wait, wait, wait...
Enemies can have artillery!?


Yup. And sometimes if you're unlucky, it gets to fire. I think an Engi ship once stunned me with an ion blast.

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