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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Sleeper Service » Sat Mar 01, 2014 3:47 pm

Yep, has much clearer edges now. I like the beacon layer idea, but would rather incorporate it into the event than the actual ship class. I prefer ship classes to be something that telegraphs the tactic the enemy will use. Beacon Layer does not do that. I would opt for make several layouts that also incorporate AE features later (Auto Cruiser, Auto Hacking Ship and so on...). They would be spawned in unique events in certain sector, maybe also when the Rebels use Auto ships for clear combat purpose, like when bombarding the Federation outpost...
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sat Mar 01, 2014 4:07 pm

Sleeper Service wrote:Yep, has much clearer edges now. I like the beacon layer idea, but would rather incorporate it into the event than the actual ship class. I prefer ship classes to be something that telegraphs the tactic the enemy will use. Beacon Layer does not do that. I would opt for make several layouts that also incorporate AE features later (Auto Cruiser, Auto Hacking Ship and so on...). They would be spawned in unique events in certain sector, maybe also when the Rebels use Auto ships for clear combat purpose, like when bombarding the Federation outpost...


Oh, that sounds like a great idea!!! I just put "Beacon Layer" as a tentative name. Call it whatever you think fits. Call it "Auto Cruiser"still if you want. ;) I do like that CE uses those different names to give you a hint of what tactics the ship will use. Thanks for keeping the beacon layer event idea though.

I just thought this ship deserved some love and thought it would be PERFECT for further diversifying the Auto Ships in CE, since it matches the style so well. It could be a really good "mini boss" type ship. Very intimidating.

Do you think it needs to be a bit smaller though? I mean it works but you cant see half the shield.
Pagan_PL
Posts: 5
Joined: Fri Feb 28, 2014 1:27 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Pagan_PL » Sat Mar 01, 2014 4:35 pm

Hi! (me again) :) I'm curently using that mods and loading them as is :

Better Planets and Backgrounds v1.3.1
Nebula Original Resolution
FTL CE v1.105
CE Infinite Addon 1.005
Ballanced Arsenal 1.2
DronePlus 0.7.8
CE Vanilla Player Ship Loadouts Addon 1.0

Previously I wrote about my problem of Endlessly loading of Crystal sector in Infinite addon - I hope You will help me with this :(
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Sleeper Service » Sat Mar 01, 2014 4:57 pm

First of all, you don't need to use balanced arsenal with CE, that is completely integrated and might cause all kinds of problem if loaded as a separate mod. The same with drones plus, you don't need that and CE basically implements all the drones it has as well.

I'm pretty sure Drones Plus is also overriding the deep space sector. So just skip loading BA and Drones Plus and it should work. If you ever have that problem again, loading Infinite last will usually fix it.

Russian Rockman wrote:Do you think it needs to be a bit smaller though? I mean it works but you cant see half the shield.


I think say its fine (it the case with a lot of CEs ship). I like that it looks way more imposing this way. Resizing also makes everything more complicated.
Pagan_PL
Posts: 5
Joined: Fri Feb 28, 2014 1:27 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Pagan_PL » Sat Mar 01, 2014 6:56 pm

Ok, I checked and install only CE 1.105 and Infinite addon 1.005 - still nothing, only crystals sectors.
But, when I played in previous version, everything was ok (1.104) Now I'm confused.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sat Mar 01, 2014 7:50 pm

Sleeper Service wrote:I think say its fine (it the case with a lot of CEs ship). I like that it looks way more imposing this way. Resizing also makes everything more complicated.


Ok then. Agreed. There's always the expanded enemy window mod too. :D. By none other than our friend kartoFlane.
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Estel » Sat Mar 01, 2014 9:08 pm

Side note - I think that expanded enemy window need own topic or some better description (currently, link just point to the file itself). I never used it, as I always thought it's some "cheat" tool to see more info about what enemy posses ;) I'm gonna give it a try now, finally aware of what it does - as defense drones disappearing out of screen are irritating (can't tell if they're ready to intercept rocket, or not).

/Estel
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby kartoFlane » Sat Mar 01, 2014 9:50 pm

Estel wrote:Side note - I think that expanded enemy window need own topic or some better description

Huh. I was certain I made a topic for it... Gonna make it now, I guess.

edit
Alright, there it is
Superluminal2 - a ship editor for FTL
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Sleeper Service » Sat Mar 01, 2014 11:51 pm

Pagan_PL wrote:Ok, I checked and install only CE 1.105 and Infinite addon 1.005 - still nothing, only crystals sectors.
But, when I played in previous version, everything was ok (1.104) Now I'm confused.


Maybe re download the mods then. It seems to be working for everyone else, so the problem must be related either to you load order or somehow to your mods.

Added the new link of the karto's mod to the OP.

R&D Stuff
Beside various other things, I currently work on extending the trade system a little. All new sectors, including the upcoming Lanius sector, will get some new trade goods that you can buy there. I also plan to include some generic trade goods that are only available as loot or through piracy. These will sell mostly at basic prices (an approach to slightly nerf piracy) but also exist to give some flavor. If you have ideas for things that would be carried around the galaxy in trade ships, feel free to make some suggestions. I'm looking for generic stuff that is not too valuable and not specifically needed by a certain faction, and also could be produced anywhere.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sun Mar 02, 2014 12:12 am

Sleeper Service wrote:R&D Stuff
Beside various other things, I currently work on extending the trade system a little. All new sectors, including the upcoming Lanius sector, will get some new trade goods that you can buy there. I also plan to include some generic trade goods that are only available as loot or through piracy. These will sell mostly at basic prices (an approach to slightly nerf piracy) but also exist to give some flavor. If you have ideas for things that would be carried around the galaxy in trade ships, feel free to make some suggestions. I'm looking for generic stuff that is not too valuable and not specifically needed by a certain faction, and also could be produced anywhere.


New Sector(S)??? :shock: :?: Do you mean the sectors that have already been added or there will be even more new sectors when the AE comes out? :D


I don't know... A lot of the trade goods you have now are already pretty good. Like Raw Asteroid Ore. Maybe there could be another Refined Asteroid Ore that sells for a bit more. Even your Alien Livestock one is good. I'd think about adding some more Alien ones to expand the lore a bit. Or at least resources that come from each faction controlled sectors.

If you're going to add a whole bunch of trade goods maybe you could integrate some of them into the engineering system somehow. Unless it would be too much work.

Do you know something about the AE we dont know? Do you know if it allow you to remove augments/have more augment slots/have non-weapon cargo space?/Call Blue options from things in cargo? That would make this system work a lot better.

Here's a few ideas for trade goods:
Some of these could be generic ones. Some special. Some of the current trade goods like food rations might be able to just be converted into generic goods. All depends on what you do, how many trade goods you add, etc...

I like your current system of Red Sector Items sell well in Green Sectors, both have some goods that sell well in Purple Sectors, and vice versa. My suggestions about where these items sell are based just on what they do though, only to give you some ideas. I never really though about trade between different sector types.
  • Commercial Drone Parts - These are used for non-military drones. Sells well in Engi Sectors Probably.
    (Or you could add a generic sell drone parts/sell missiles choice to each store. Probably could be a pretty large "bulk" sale. Still delay the Rebel Fleet and give you maybe half price what they would cost to buy. ;) )
  • Research Equipment - Does science stuff.... Sells well in Zoltan or Quarantine Sectors.
  • AI Data Chips - Store Artificial Intelligence programs. Used to construct AI Holograms and Drones. Sell well in Engi?, Zoltan?, or maybe even AI? would want it to better understand themselves/build more/or analyze to AI improvements.
  • Alien seeds and plants - Interstellar travel has vastly increased our exposure to other alien plant life. These seed can be cultivated on certain other planets. Also, may be wanted for research. Sells well in Zoltan Sectors, Civilian Sectors, (kind of want to say Slug Sectors for some reason).
  • O2/Life Support modules??? - Hey who knows, when the Lanius come you might need this...

  • And then of course a whole bunch of raw resources... Certain places in the galaxy are going to have more of certain resources than other sectors. Thats the wonderful thing about sci-fi. You never know what might be valuable on another planet. Carbon, Aluminium, Platinum, Plutonium, Chromium, etc... (explosive materials like Magnesium, Sulphur...) Also Gold, Silver, Gemstones (and Crystals hint hint). All of his could be good to improve the "mining" system too.
  • Even gasses like, hydrogen, "Helium 3", oxygen, carbon dioxide, nitrogen, noble gases. Water even. Mercury... Refer to the Periodic Table for further inspiration. :P

  • Federation Starmaps - An interesting one maybe with some Blue Events in only Civilian Sectors and Coreworlds. Would sell well in Uncharted and Hazard Sectors (Still helpful to people who live there, they just don't reveal the whole sector for you).
  • Human Passengers, Refugees, and Slaves could be considered Cargo, but I think this is better done through events. Slaves would sell well in Mantis Sectors though and just taking them on board would piss off your crew.

  • Slug Gel - Like Slug Repair Gel, but used to repair things on smaller commercial scale rather than entire Hull breaches, made from Slug slime. Sells well in Civilian Sectors.
  • Slugs have Slug Hallucinogens/Narcotics already... Perfect for them by the way.
  • Mantis Acid - The right people can find all sorts of uses for this stuff... Sells well in Pirate Sectors.
  • Mantis War Trophy???
  • Zoltan Reactors?/Power Supplies?/Batteries? - Something that relates to the Backup battery system in AE maybe. Energy is a great commodity and the Zoltan should have no problem harnessing energy. Sells in Civilian sectors? Contested Sectors?
  • Rock already have Religious Literature. I know there a hull parts trade good. Is there a Hardened Rock Plates trade good. You probably could think of something else good for Rocks.
  • Engi Nanobots? - These things can do a whole bunch of things other than healing people. Although healing is a good use.

  • You could also include the Licenses you were talking about maybe... Like a Federation privateering license, a mining license, (authorized neutral trader license?, something, like that), Bounty hunter license ;) , that give Blue Options. Could expand playstyles even more. Maybe Forged ID's, both Rebel and Federation, and Zoltan Passport which could have some Blue events as well.
Last edited by Russian Rockman on Sun Mar 02, 2014 1:58 am, edited 18 times in total.