[SHIP][AE] Captain Surreal v2.0

Distribute and discuss mods that are functional. Moderator - Grognak
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stylesrj
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Re: [SHIP][AE] Captain Surreal v1.7.7-beta

Postby stylesrj » Sun Nov 13, 2016 10:06 am

Holy crap, those weapons make for hilarious Sector 1 shenanigans.
"Have some healing... NOW DIE!"
*Enemy not dead yet*
"Fine, have some healing... NOW DIE!"
*Enemy is Rockman*
"You have nothing else left, so have some healing... NOW DIE! DIE! DIE! DIE!"

It's much better now.
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mr_easy_money
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Re: [SHIP][AE] Captain Surreal v1.7.7-beta

Postby mr_easy_money » Sun Nov 13, 2016 10:39 am

stylesrj wrote:It's much better now.

I'm glad you like it now; I feel terrible for having put you through that crappy gimmick. I just hope I didn't make it go from underpowered to overpowered.

what's interesting is that the second weapon is a combination of the other weapon ideas I had going through making the mod, from a firestarter laser to the system and hull heal lasers to a purely repair laser, which is neat.
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stylesrj
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Re: [SHIP][AE] Captain Surreal v1.7.7-beta

Postby stylesrj » Sun Nov 13, 2016 11:04 am

It's Reasonably-Powered.
You'll need a real gun by Sector 4 though as 2-layer ships are an issue. Although the fire repair gun can do some damage to their shields...

Although it seems in later sectors the RNG decides that the fire gun shouldn't light things on fire as much as it did in Sector 1.
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stylesrj
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Re: [SHIP][AE] Captain Surreal v1.7.7-beta

Postby stylesrj » Sun Nov 13, 2016 6:16 pm

Part 1 of my new run with the Captain Surreal because I believe it needed a second try.
https://youtu.be/SiYViknVOMA
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stylesrj
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Re: [SHIP][AE] Captain Surreal v1.7.7-beta

Postby stylesrj » Tue Nov 15, 2016 7:13 am

And Part 2:

https://www.youtube.com/watch?v=c_Zr0m0Qm6A

It ends in utter garbage not because of the ship, but because FTL is being FTL
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mr_easy_money
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Re: [SHIP][AE] Captain Surreal v1.7.7-beta

Postby mr_easy_money » Wed Nov 16, 2016 3:11 am

stylesrj wrote:And Part 2:
...
It ends in utter garbage not because of the ship, but because FTL is being FTL

Also, partly because the door layout is weird. the reason the hologram went back into piloting is because going through the left-side door in piloting is faster than going around since it links to the second room.

At some point I added the door system and airlocks because the door layout is already enough havoc, and not having some way to delay boarders and vent is crappy given the crew (vanilla rock B has no doors or airlocks but has the crew to deal with it and everything is pretty centralized).

I pumped the fire chance of the fire repair from 40% to 30% but maybe now I should push it back up or maybe not; not sure.

also considering changing 3 weapon slots and 3 drone slots to 4 weapon slots and 2 drone slots, but I hesitate because then it draws away from being like the Engi ships in vanilla, so I'm not sure.
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Stormbringer
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Re: [SHIP][AE] Captain Surreal v1.7.7-beta

Postby Stormbringer » Sat Feb 25, 2017 2:21 pm

Groovy. and also funny.
(Cue disco theme)
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killin' slugs and beating Rebels since 2014, modding the game since 2016
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mr_easy_money
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Re: [SHIP][AE] Captain Surreal v2.0

Postby mr_easy_money » Sun Oct 08, 2017 8:03 pm

Captain Surreal v2.0!
First and foremost, no loopy doors! They didn't work, so now the layout is different. In addition, I fixed a number of other things and tweaked room interior images and the floor image to look nicer. didn't change the weapon loadout and playstyle because people say it's balanced, not overpowered, not underpowered either. and how could I change the 3-man teleporter? it's just so great. :D

you can find full details of the changes in the change log.

oh also, venting isn't so great, but at least it's clear now where the airlocks are (and turns out loopy doors also messed with venting).
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side note, if you can't download from the Dropbox link, tell me, and I will put up a mirror on MediaFire
Ranakastrasz
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Re: [SHIP][AE] Captain Surreal v2.0

Postby Ranakastrasz » Wed Nov 29, 2017 8:13 pm

I would point out that a hull-healing weapon is actually quite useful if you want to kill enemy crew off. It lets you use weapons not optmized for it, without risking accidently killing the enemy ship.

Also kinda amusing.

Also also you clearly need artillery Imitating the Disco Rave Party Cannon

Sadly, I don't think you can have it use a random type of ammo, so you would just have to give it all the effects. Still matches the theme tho.
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Jumbocarrot0
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Re: [SHIP][AE] Captain Surreal v2.0

Postby Jumbocarrot0 » Sun Dec 29, 2019 8:50 am

Unfortunately the download link seems to be broken.