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

Distribute and discuss mods that are functional. Moderator - Grognak
FortunaDraken
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby FortunaDraken » Wed Aug 13, 2014 1:48 pm

Haven't updated to the latest CE yet, so this may or may not apply, but I'm on an Infinite run right now and just did two jumps one after another (had been saving up on fuel and went straight from sector 1 to sector 3). Upon jumping from sector 2 to sector 3 (can't remember what 2 was, but 3 is Malis IV (Evacuation I.P.)) I got hit with the Hyperspace event, and upon choosing not to use extra fuel (because I just used like, 20, I had 8 left!) I didn't get my 5 free jumps and the fleet got it's double jump.

Also a quick question, can I upgrade CE in the middle of my Infinite run without any issues?
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Estel
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Estel » Wed Aug 13, 2014 2:43 pm

FortunaDraken wrote:Also a quick question, can I upgrade CE in the middle of my Infinite run without any issues?


Yes, of course. Until you hit some yet unknown issues afterwards - in such case, don't forget to tell us ;)

Seriously though, if in doubt, you can always keep old version of everything CE, and your profile/save files - in case of problems, just revert. There is no other way of checking it for 100%, so asking here is quite pointless - we don't know what glitches save system may have (see problem with saves after purchasing artillery). It's all just based on testing done by users, we don't have insight into FTL engine's source code.

OTOH, in case of issues known/expected, Sleepy post them in the changelog.

/Estel
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Sleeper Service
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Sleeper Service » Wed Aug 13, 2014 3:02 pm

CE Infinite 1.241a
- Fixed a problem causing start beacons of auto sectors not delaying the fleet and calling hyperspace events instead

FortunaDraken wrote:Also a quick question, can I upgrade CE in the middle of my Infinite run without any issues?

This usually won't cause any problems, but I can't guarantee it. In your case the upgrade even caused the new sector types to spawn in your old run, so it seems to work fine.
FortunaDraken
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby FortunaDraken » Thu Aug 14, 2014 7:49 am

All seems fine, so awesome c:

Also holy new start screen! Shiny, I like it~
rannl
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby rannl » Thu Aug 14, 2014 11:35 am

Here's a question for the collective hive mind :
The work on the Flagship generation tool is coming up nicely, with the tool being very dynamic in nature - when released, a lot of content could be randomly generated.
So here's the idea I wanted your comments on :
How about adding a tool which randomized the starting ships ?
Each ship could have its starting weapons selected randomly from a pool matching the nature of the ship (burst laser for kestrels, beams for zoltans, fire weapons for rocks, crew damaging weapons for slugs, etc..).
Same goes for augments. Systems might also enjoy some variance, as well as the ship basic layout. Crew members as well. A small back story for each ship will also appear in the hanger.

I'd love your thoughts on this issue, so don't be shy ;)
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Estel
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Estel » Thu Aug 14, 2014 2:08 pm

If it's possible to decide "poo!" of possible things separately for variants A, B, and C, then it's great idea. Otherwise, it could be problematic, as there are ships that play vastly differently between variants.

What do you mean by randomizing "layout"? It is about floors and rooms placement?

/Estel
rannl
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby rannl » Thu Aug 14, 2014 2:38 pm

Estel wrote:If it's possible to decide "poo!" of possible things separately for variants A, B, and C, then it's great idea. Otherwise, it could be problematic, as there are ships that play vastly differently between variants.

Each variant will have its own pool, in keeping with the specific game style theme of each ship and variant type.

Estel wrote:What do you mean by randomizing "layout"? It is about floors and rooms placement?


Correct, maybe even some little variations in the ship images.
aaaaaa50
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby aaaaaa50 » Thu Aug 14, 2014 3:43 pm

Hey, I found out that you're trying to make a randomized flagship mod. Which is awesome. This thread is really big, though, so forgive me if this has already been clarified: Are you going to make a version that will work with normal FTL? I love CE, but randomized flagships is... kinda a missing feature with vanilla. It'd be really nice to make a version that works without all of CE's bells and whistles. Especially since not everyone likes CE's stuff but I think almost everyone would like giving a randomized flagship a try.
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rannl
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby rannl » Thu Aug 14, 2014 4:24 pm

aaaaaa50 wrote:Hey, I found out that you're trying to make a randomized flagship mod. Which is awesome. This thread is really big, though, so forgive me if this has already been clarified: Are you going to make a version that will work with normal FTL? I love CE, but randomized flagships is... kinda a missing feature with vanilla. It'd be really nice to make a version that works without all of CE's bells and whistles. Especially since not everyone likes CE's stuff but I think almost everyone would like giving a randomized flagship a try.


The flagship and starting ship generation tool, while initiated from CE development, will work as a seperate tool which can work outside of CE.
Russian Rockman
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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Postby Russian Rockman » Thu Aug 14, 2014 9:24 pm

rannl wrote:The flagship and starting ship generation tool, while initiated from CE development, will work as a seperate tool which can work outside of CE.


Wow, that is amazing. While I think the CE stuff would make for an even more interesting flagship the fact that the tool will work with vanilla is awesome. I am glad because if the tool is dynamic then that means that other people will be able to create their own flagship designs and add them to the pool.

rannl wrote:Here's a question for the collective hive mind :
The work on the Flagship generation tool is coming up nicely, with the tool being very dynamic in nature - when released, a lot of content could be randomly generated.
So here's the idea I wanted your comments on :
How about adding a tool which randomized the starting ships ?
Each ship could have its starting weapons selected randomly from a pool matching the nature of the ship (burst laser for kestrels, beams for zoltans, fire weapons for rocks, crew damaging weapons for slugs, etc..).
Same goes for augments. Systems might also enjoy some variance, as well as the ship basic layout. Crew members as well. A small back story for each ship will also appear in the hanger.

I'd love your thoughts on this issue, so don't be shy ;)


This sounds like a good idea just to add even more variety to the ships. It would be good for people who do not know how to mod. It doesn't sound as promising as the flagship randomization tool, but this is a good idea nonetheless.

If you made this tool, one thing that might potentially be awesome is an option to customize the "color" of your ship. I'm really not entirely sure if that is possible, but I was thinking you could maybe 1.) Have a slider that adjusts the hue, or 2.) Have a few pre-made re-colorations of different ships and an option to choose one of them. I just thought this would be awesome because I was messing around with the hue of the ship hulls the other day and found how easy it is to change the color.

Perhaps it would also be awesome to have a "construction" option where, instead of your ship being randomized, you have maybe a certain amount of "scrap" that you can spend on systems, initial upgrades, weapons, augments, and maybe even crew. So you can customize how your ship will start. And what would be really awesome is if you could make it so this is different for each ship type, for example zoltan ships would have a discount for zoltan crew, engi ships would have a discount on drone control and drones, etc...

And finally, if you're going to randomize the starting layouts, you may want to do that for every single ship. That way one run of the tool will technically give the player 16 new ships to play with, so that way they don't have to run the tool every time they are doing another run. You could also maybe have an option where players can choose which ships they want t randomize so the tool does not randomize a ship the player doesn't want randomized for some reason.

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