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

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Gidoza
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Re: FTL Captain's Edition 1.292/Inf 1.28/EL 1.286

Postby Gidoza » Sun Sep 25, 2016 10:29 pm

stylesrj wrote:
Ok, so after doing a failed run with a ship armed only with AP weapons, I think empty beacons are getting a bad rap. No, what's really cluttering up the green sectors are those damned trade ships you can't interact with unless you have trade goods or you're a pirate. They might as well be empty beacons except without the option to socialise. And you'll encounter them a lot which is probably why some might think there are too many empty beacons.
Adding socialize option to those is under consideration, although that kind of dilutes the rules for what constitutes an empty beacon... Actually you already described all the ways that can counteract these events: Don't travel to green sectors, get trade goods, or commit piracy. Green sectors are pretty good overall, these events where a way to diminish the returns you get there.


I *might* be able to agree with this response if there was any reasonable chance for succeeding with committing piracy with a non-Pirate ship that gave rewards that even remotely paid off for losing a crew member. Perhaps if a crew member leaves, you can still fight the combat, anyways. As it stands, I'm unconvinced that these sectors are really "better," and to add a factor into the sector that pits the RNG against you in an unreasonably strong way really isn't a solution to the problem. It's a band-aid that just creates other problems.
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stylesrj
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Re: FTL Captain's Edition 1.292/Inf 1.28/EL 1.286

Postby stylesrj » Sun Sep 25, 2016 10:45 pm

Considering how "Civilian Sectors" are actually just copies of the actual Civilian Sector (which is what Sector 1 always is), perhaps Sector 1 should have those Trade Ship events removed from the event lineup. It won't affect any further Civilian Sectors, just the first one. That way there's more reward potential and the game could be more easily survivable beyond.
Gidoza
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Re: FTL Captain's Edition 1.292/Inf 1.28/EL 1.286

Postby Gidoza » Mon Sep 26, 2016 3:49 am

stylesrj wrote:Considering how "Civilian Sectors" are actually just copies of the actual Civilian Sector (which is what Sector 1 always is), perhaps Sector 1 should have those Trade Ship events removed from the event lineup. It won't affect any further Civilian Sectors, just the first one. That way there's more reward potential and the game could be more easily survivable beyond.


I like this idea. Although other thoughts occurred to me as well - like if a crewman should leave over deciding to Pirate, you can still attack the ship anyways and and REST of your crew doesn't stop you (You've already been penalized - why get a further penalty by not even being allowed to engage in the combat that your crewman just left over? It's one thing for a crewman to desert over a thought or an idea, but that's not the norm - crewmen desert over actions performed.) Another thought would be to have some other totally random off-the-wall stuff, like the Traders want help and a crewman of yours can choose to leave in exchange for scrap, etc...the idea being that the outcome if you don't have a Pirate ship/Trade (trade isn't always good, either, because it still doubles Fleet length and the sell price isn't high...but I guess you do get a shop out of it) is still zero-sum, but you can realistically "trade" with the trader with more than merely Trade Goods. Sort of like a variant of what happens of when you hit a Black Market or a Mercenary - except you got a list of more mediocre options. (Trade goods, trade a crew...trade a weapon? Pirate them. Trade resources? Well I guess that one already exists, but you get the idea.)



Also, just for fun - I did what meklozz suggested and just ran a "replace all" in every document that seemed relevant just to test if this would really work, and integrated Teleporter Disruptor into the Advanced Plating. Apparently, it did work. What's puzzling, however, is that even though I set its rarity to 0, the old Teleporter Disruptor now unused in anything was still showing up in stores for some reason, and I can't figure out why. I purchased it, and it legitimately doesn't do anything. Any thoughts...?



Anyways, the changes from the latest version look interesting, so what I'll probably do is download the new version, completely re-instate the changes I had intended (Or perhaps I don't need to - how many things were changed in blueprints.xml.append after all? If it was just value changes there, then perhaps I'd avoid lots of work; it's the event stuff that I want to gather from the new version.), fiddle a little more according to the feedback I've been getting, and then I'll post it up either this week or next so you guys can try it out and give more severe criticism. Suffice it to say, whether on Normal or on Hard, I'm finding this to be wonderfully rewarding, win or lose.



P.S. Sleeper, that previous paragraph being stated, thanks for the new version, I appreciate having a voice that was heard. Of course, I'm doing something a little different than you are, but know that I'd only want to mod CE as I am because it's the best and I respect it/you/all who made it, and so it is worthy of my tweaking. :)
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R4V3-0N
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Re: FTL Captain's Edition 1.292/Inf 1.28/EL 1.286

Postby R4V3-0N » Mon Sep 26, 2016 4:19 am

I have noticed that one of the gibs of the Mantis Bomber (hull, not name) type B (can't remember if it's in pirate colours or not) seems to be missing a gib, I think specifically the left 'winglet'.
The Vintage Rebel Pirate (Black + Red) also seems to be missing it's cloak image.
R4V3-0N, a dreamer.
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Sleeper Service
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Re: FTL Captain's Edition 1.292/Inf 1.28/EL 1.286

Postby Sleeper Service » Mon Sep 26, 2016 2:53 pm

stylesrj wrote:Considering how "Civilian Sectors" are actually just copies of the actual Civilian Sector (which is what Sector 1 always is), perhaps Sector 1 should have those Trade Ship events removed from the event lineup. It won't affect any further Civilian Sectors, just the first one. That way there's more reward potential and the game could be more easily survivable beyond.
Makes sense. Will get done.

R4V3-0N wrote:I have noticed that one of the gibs of the Mantis Bomber (hull, not name) type B (can't remember if it's in pirate colours or not) seems to be missing a gib, I think specifically the left 'winglet'.
The Vintage Rebel Pirate (Black + Red) also seems to be missing it's cloak image.
Nice catch, will be fixed.
Looks like I'll also need to clean up the new AI Avatar sprites some more. Here's how they look by the way:
Image
Gidoza
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Re: FTL Captain's Edition 1.292/Inf 1.28/EL 1.286

Postby Gidoza » Mon Sep 26, 2016 3:23 pm

By the way, was the image of the Heavy Laser I swapped with the image of the Heavy Laser II in CE? I consistently feel as though they both look wrong, and want to switch them back...
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Sleeper Service
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Mon Sep 26, 2016 9:20 pm

CE Resource Pack 1.293
- Added missing Mantis Bomber pirate gib
- Added missing Vintage Rebel pirate cloak image
- Cleaned up AI avatar sprites
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kestrelfan
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby kestrelfan » Mon Sep 26, 2016 9:48 pm

hey ss im having a problem with ce on my computer cause it keeps crashing my game when i enterthe hanger bay could you help me?
-ya boi kestrel the best ship

I return on occasion to check out mods
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Sleeper Service
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Mon Sep 26, 2016 9:54 pm

I recommend going through the troubleshooting section in the first post.
Gidoza
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Gidoza » Tue Sep 27, 2016 3:27 am

So here's my weird issue. I tried Find & Replace as meklozz suggested and ran a test for a combined Augmentation (ones that depend on Blue choices, of course), or rather several different Augmentations - and they all work fine! What's puzzling, however, is that for some reason, the "other" Augmentation (say I had Augmentations A and B, I kept A, and removed B) still shows up in the store. It shows up even if I set its rarity to 0, or even if I delete it from the data file completely. It just keeps showing up somehow, but it has no actual characteristics and does nothing - what the heck???

Furthermore, where do I find the graphics for Heavy Laser I and Heavy Laser II so I can return them back to normal as in Vanilla?

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