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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

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

Postby Estel » Thu Mar 27, 2014 2:25 pm

Well, lore-wise, they're not ;) They just use ion damage type to *technically* provide their effect on gameplay. Also, you will still get your systems ion'ed/blinking blue after attack, so I don't think that there is a problem with changing their warnings to red/purple.

Small (as there was no update for some time) bug jar, of course latest version:

1. Bounty hunter's Auto-terminator cloaks immediately when fight start, despite event text that it just de-cloaked. Am I mistaken, or before, you've found a way to delay its cloaking, and it was working as intended?

2. Station "filled with hundreds repair drones" doesn't allow to break truce, if they surrender. Generally, I understand balance-wise limiting of breaking truces, but in this special case, "prize" from surrender is 3 hull damage repair (equivalent of 6 scrap till sector 3, 9 scrap till sector 6, 12 later), so I don't think that allowing to screw them over as slugs (or risk doing so as other ships) would be unbalancing at all. Not to mention that they're stationary station, after all, so seems like prime target for breaking truces.

3. There is boarding event "close to sun", that gives reward. Hoever, there is other, more dangerous variant of this event, where (fire-resistant) rocks teleports to our sun-flared ship, that doesn't give any reward at all. I think it wouldn't hurt to make them teleport own supplies too, as they should be even more confident in their chances of hijacking our ship.
---

Small suggestion, too: There was a bump to number of missiles produced for same price, by ammo manufacturer. Even before bump, they were producing cheaper than buying in stores, and it sounds ok.

BUT, as a side effect, the 3 drones produced for 24 scrap by drone manufacturer, sounds even more poor than before (and, even before, it was less cost-effective than ammo manufacturer, as drones produced this way cost exactly the same as bought in shops). I really think that drone manuf needs a bump to produce at least 5 drones, it's very sad augment, right now.

/Estel
fedaykin
Posts: 8
Joined: Fri Mar 14, 2014 10:03 pm

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

Postby fedaykin » Thu Mar 27, 2014 5:09 pm

Has anyone had any joy in the CE Osprey out of interest? I'm finding the starts very rocky indeed unless I luck into a fast weapon. Perhaps, engines are the way to go to prioritise leaving unfavourable situations and also because you're going to eat lots of volleys while the big laser is charging, therefore the value of dodge is high.
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 » Thu Mar 27, 2014 5:48 pm

Sounds all pretty reasonable, I'll look into that.

Estel wrote:BUT, as a side effect, the 3 drones produced for 24 scrap by drone manufacturer, sounds even more poor than before (and, even before, it was less cost-effective than ammo manufacturer, as drones produced this way cost exactly the same as bought in shops). I really think that drone manuf needs a bump to produce at least 5 drones, it's very sad augment, right now.


Yeah, I'll consider that too.
/Edit: It appears to me that the manufacturer produces 3-4 drones for 15 scrap right now. Seems OK that way. If that 24 scrap production option you referred to appeared outside the production menu than this is a bug. Do you remember where you got this option?

fedaykin wrote:Has anyone had any joy in the CE Osprey out of interest? I'm finding the starts very rocky indeed unless I luck into a fast weapon. Perhaps, engines are the way to go to prioritise leaving unfavourable situations and also because you're going to eat lots of volleys while the big laser is charging, therefore the value of dodge is high.


Yeah, the Fed cruisers both have a pretty hard starts in CE. I find early defensive upgrades almost mandatory for these ships. If you can get a drone system and second shield layer by sector two then things should start to go more smoothly- I often try to throw in a early artillery upgrade as well, to play out their main advantage consistently. Like in vanilla, the Fed cruisers can become pretty powerful in late game, so once you reach your third or fourth artillery bar, things usually start to go down the drain for the enemies. I find it unnecessary to make a deliberate transition to boarding with this ship, unless the run offers it easily. I'd say the ships play most effective as what they are designed to be: Artillery Cruisers.
User avatar
Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

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

Postby Estel » Thu Mar 27, 2014 8:55 pm

Sleeper Service wrote:/Edit: It appears to me that the manufacturer produces 3-4 drones for 15 scrap right now. Seems OK that way. If that 24 scrap production option you referred to appeared outside the production menu than this is a bug. Do you remember where you got this option?


Sorry, no idea - I'll test it on first opportunity, and in case of hitting outside production menu, will write down situational background.

BTW, wouldn't it be a little better to have it produce 5-6 (or even) drones for 25 scrap? It would make it use almost same scrap as ammo manuf (little more), as empty beacons are quite scarce, sometimes. 8 missiles pack quite a punch, while 3 drones can barely (sometimes) get you through one fight, if no drone recovery arm is present. Heck, I would even like more to pay 30 scrap for those 5-6 drones, than have 3-4 for 15 scrap.

/Estel
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 » Thu Mar 27, 2014 9:03 pm

Hm I'm fine with that rate I think. Keep in mind that you still get drones on the side from enemies. Even if you just produce once each sector, 4 extra parts can carry you a long way. Its also harder for drone consumption to spin out of control, you can predict pretty reliably that you will need one or two each fight. There are also some nasty synergies with the hull repair drone to consider. Drone manufacturer and a Hull Repair Drone basically provide you with a non time consuming hull repair kit already. Six done parts per empty beacon could easily provide 15 and more repair each time. A little to good of a deal I'd say.

/Edit: Only one more week till AE!
User avatar
slowriderxcorps
Posts: 454
Joined: Thu Apr 25, 2013 8:42 am

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

Postby slowriderxcorps » Thu Mar 27, 2014 10:05 pm

And AE has now been officially dated for April 3, a week from now! Also.. they appear to have changed the PDS to ASB.
Image
ImageImage
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 » Fri Mar 28, 2014 11:15 am

You know what I'm more excited for than the Advanced Edition? THE ADVANCED EDITION SOUNDTRACK!! But seriously I can't believe it's coming out in a week. That was quite sudden. I like their idea of not announcing things until they're %100 though. Multi-Million dollar companies often delay games for years after announcing a release date.

Completely unrelated: I thought of another use for Life Support. Do you think that in SOME situations in the Quarantine Sector, a level 3 Life Support could be used in Blue Options? The option where you take on refuges for example, (just for example) if they are infected you could maybe use your level 3 LS to filter out and/or isolate the source of the contagion. The refugees would die, but your crew would not. Maybe the Level 3 LS could even take the place of some level 3 Medbay options, so people wouldn't just upgrade their Medbay when they go into a Quarantine Sector they may also want to upgrade their LS too. This also seem like something LS might be able to do and might further fit the whole Life Support instead of Oxygen thing in CE. You also said you had some ideas for temperature events a Loooong time ago? I see no real reason why that wouldn't work...

Also, while I was writing that last bit I realized there are Blue options for just about every system except for Doors! Doors are useful just by themselves, but I think it would be nice if they had some blue options. Using the refugee example again, maybe when you find out they are infected you could quarantine them with level 3 blast doors and anyone your crew who came in contact with them. Then maybe only one crew member would die instead of 4.
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 » Fri Mar 28, 2014 12:16 pm

Russian Rockman wrote:Also, while I was writing that last bit I realized there are Blue options for just about every system except for Doors! Doors are useful just by themselves, but I think it would be nice if they had some blue options. Using the refugee example again, maybe when you find out they are infected you could quarantine them with level 3 blast doors and anyone your crew who came in contact with them. Then maybe only one crew member would die instead of 4.


There are a few, but most of which are for lvl three doors.
User avatar
RAD-82
Posts: 794
Joined: Sat Nov 09, 2013 12:16 am
Location: Not where a person needs to be...

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

Postby RAD-82 » Sat Mar 29, 2014 12:10 am

Mr. Mister wrote:Hey, here's a thought: The Crystal Cruiser will be the only one of the classic ships to lack a new third starting layout.

Sooooooooooo...

Who else wants a purple crystal ship? And if you make new crystal weapons incorporating some of AE's new weapon functionalities, you could make those weapons' crystals purple (or the ship's colour if you settle on another) to fit with it.

As to how to make it stand out... I say it starts with drones but lv1 weapons. WIth a flare drone and a hull repair drone. And both Crystal Vengeance, Rock Armour and Titanium CAsing (or two vengeances and one rock armour). Apart from the hacking system.

You see where I'm going with this, right?


There is a purple crystal ship now, although I don't see it having any similarities to these suggestions. It went the direction of purple ion crystal weapons.
Image
Junkyard has FTL mods, mostly ships and a few other things.
snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

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

Postby snowhusky5 » Sat Mar 29, 2014 1:38 am

WOW this mod has gotten big since I first saw it :shock: . Besides the individual ship mods, you've got pretty much everything anyone could want. I probably won't play with this mod until it has actually meshed with AE, so that the new content (systems, augs, layouts, etc) work with blue options and all that. You could really run a hacking ship with the new hacking modules, hehe.
Basically just wanted to comment on how ludicrously large this mod has gotten. Like, wow. Such large. Much full. Wow.

Who is online

Users browsing this forum: No registered users and 44 guests