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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Mon May 04, 2015 10:43 pm
by Sleeper Service
CE Update 1.275
- Lattice Lockdown Blast and Standard Heavy Burst Laser artillery now have a 30 seconds base cooldown
- Internal Teleporter now gives you slightly more time to move your borders out of the way
- Custom CE weapon tips work now?
- Some small fixes
- Some spelling errors fixed

CE Endless Loot 1.275 for standard CE and CE Endless Loot 1.275 for CE Infinite
- A few prefixes rebalanced
- Some more general Prefixes added
- Some more beam Prefixes added
- More weapons have Legendary variants now
- Internal drone rarity dummy-prefixes no longer generate dysfunctional ion intruders

Thanks to the couple people who are supporting me on Image, you are awesome!

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Mon May 04, 2015 11:00 pm
by stylesrj
Sleeper Service wrote:CE Update 1.275
- Lattice Lockdown Blast and Standard Heavy Burst Laser artillery now have a 30 seconds base cooldown
- Internal Teleporter now gives you slightly more time to move your borders out of the way
- Custom CE weapon tips work now?
- Some small fixes
- Some spelling errors fixed!


Internal Teleporter? Is that an augment or an event?
Or is it a bomb and if so... what does it do and where can I get one?

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 12:06 am
by Sleeper Service
Its the artillery for Mantis A and B.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 1:16 pm
by Bonnie Lass
Hey there! I traditionally play the game on Easy, since I honestly dont' play regularly enough to fully master the game. I've loved all the new additions, but I have noticed that it's even harder than the game's normal Normal mode.

I could still play on Easy but as I understand, that messes with the event balance. So I was thinking, maybe you could add some 'Easy mode' prompts at the start of each new sector that might do helpful things like give me more scrap or offer me up some free repairs?

Thanks for the great mod!

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 1:23 pm
by Sleeper Service
Playing on easy works just as good in CE as it works with the vanilla game. The "Designed to be played on normal difficulty" hint below the download mostly means that the mod wasn't designed with hard mode in mind (cause hard mode didn't exist when most of the mod was made).

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 1:33 pm
by Bonnie Lass
Well, it's mostly about the trading system to me, it's completely pointless in Easy unless you have the cargo transporter.

Although I am curious on something regarding the trading system, have you thought about using dummy weapons instead of dummy augments?

Augment slots are really precious and all too often if I want to do any sort of trading I might have to leave a random encounter augment behind, which really sucks.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 1:36 pm
by Bonnie Lass
Also, I am curious - why not just rebalance the trading system so that you have to sell the augment no matter what instead of relying on player cooperation? My first run on captain's edition I actually didn't know about the necessary player cooperation and I was a bit confused.

The fleet pursuit would only get doubled once instead of twice but you could balance it out by perhaps providing lower returns on trading.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 1:40 pm
by Sleeper Service
Yep I have, about two years ago, when I first made it. Thats overall less elegant cause the player can do a lot of silly things with dummy weapons, like equipping and firing them. That trade goods take away aug space is part of the balance. Trading indeed becomes more useful the higher the difficulty. Unfortunately I cant have the goods cost leveled amount of scrap. The trading system is probably the part of the mod that is hindered the most by modding limitations, or rather extends the most towards them I guess...

Bonnie Lass wrote:why not just rebalance the trading system so that you have to sell the augment no matter what instead of relying on player cooperation?

FTL modding simply has limits. Removing an aug via an event is impossible for example.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 1:48 pm
by Bonnie Lass
Even with that 'silliness' aside, I think dummy weapons is preferable. You could have them take two power, have them be flak weapons that do the absolute minimum amount of damage, so it's like you're launching the cargo at the enemy's hull, haha.

Honestly I find it really hard to justify the amount the fleet catches up to you the way it currently works, you get less scrap than you would fighting, and while this is 'safe scrap', its hindered by the fact that it can potentially rob you of useful augments you find in the wild.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Tue May 05, 2015 1:52 pm
by Bonnie Lass
Oh, I think I understand what you mean by leveled amounts of scrap for the goods, you want them to sell for more in different sectors, yea? I had forgotten about that little detail.

Then yeah, keeping the player cooperation thing is probably for the best. But I still think the dummy weapons are a better idea, I think having them as an augment is just too much of a hassle for the reason I said above (really punishes you if you find an augment in the wild, since you can't store them).