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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Wed Jun 03, 2015 1:20 am
by stylesrj
Yeah but normally I'm not caught unprepared for the Bounty Hunter as I usually have something unexpected.

Losing my O2 means "Crap, better run away!"

Now I know to carry at least two levels of Oxygen even when not in a nebula sector :lol:

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Wed Jun 03, 2015 6:10 pm
by Russian Rockman
Woah, what happened to the forum? Everything's all like fancy and stuff...

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Thu Jun 04, 2015 8:57 am
by Estel
Frankly, I liked the old forum graphical style better - not to mention that we have avatars, but no way to set them (so everyone is "?").

//Edit The avatar thing no longer valid - it got fixed, thankfully :)

but, it seems a little off-topic in CE thread, methinks ;)

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Fri Jun 05, 2015 1:31 pm
by Biohazard063
Estel wrote:BTW - BH was nerfed (hard). I still remember his first version, and it was my favorite one - this event is so rare, that it deserve being fight appropriate to its buildup (and very, very good reward afterward). Personally, I wouldn't have anything against making it much more vicious, but give even better reward if you manage.
/Estel


Oh yeah... That nightmare still haunts me every now and then.
Going from half the time getting wrecked by that encounter on its own, to having the bounty hunter escape half of the time.
Well, his ship escapes, more often than not the ship leaves the bounty behind which is quite funny actually.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Fri Jun 05, 2015 2:12 pm
by stylesrj
The Bounty Hunter escapes just fine. It just doesn't care about the Human travelling with it, that's all.

On that note, I can never really defeat the Bounty Hunter without taking on a lot of damage, even though I can take on any (or most) automated ships with ease and minimal damage.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Fri Jun 05, 2015 8:09 pm
by Biohazard063
stylesrj wrote:The Bounty Hunter escapes just fine. It just doesn't care about the Human traveling with it, that's all.

On that note, I can never really defeat the Bounty Hunter without taking on a lot of damage, even though I can take on any (or most) automated ships with ease and minimal damage.

I suppose that's one way of looking at it. :D Not familiar enough with the flavor text to actually know if it could be the case though. And don't have access to the resources atm.

The bounty hunter event is a special one though... I'm just happy the drones can't do system/hull damage anymore.

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Posted: Fri Jun 05, 2015 11:44 pm
by stylesrj
Actually the Bounty Hunter's drone does system damage as well as breaches the hull and stuns your crew every time it fires. It also ignores your shield.

Yeah that's also another reason to get away. The little bugger is annoying and especially lethal if you've lost your oxygen due to not preparing for it.

Re: FTL Captain's Edition 1.276/Inf 1.267/EL 1.275

Posted: Sat Jun 06, 2015 12:24 pm
by Sleeper Service
CE Update 1.276
- Fixed a bad aug ID in a trade event
- Fixed some bad resource type IDs
- Bounty hunter will now sabotage lifes support as intended in certain outcomes of the event
- Fixed two bad event IDs in _NEBUAL and _CONSTRUCTION lists
- Fixed a problem with AI Avatar death animations
- Fixed a problem with a misplaced clonebay pod on the Vortex
- Successful prisoner exchange now delays the Fleet further
- Successful prisoner exchange now gives you skilled Federation specialists (Engi and Zoltan included)
- Added a couple new combat fluff event outcomes
- Autonomous ASB fail chance reduced
- Missile Flak is slightly more accurate now

Re: FTL Captain's Edition 1.276/Inf 1.267/EL 1.275

Posted: Sun Jun 07, 2015 4:36 am
by Estel
Thank you for the update! I guess I'm a little late with small report of (minor) bugs and sensible (I hope) suggestions:

Bugs:

1. I've hit a shop in *the* hazard sector, while having compressed nebula gas in my hold. Hoever, there was no blue option to sell it (by negotiating with trader), no matter of amount - I could only sell it via in-game mechanics. Only white options for buying things were available. Bug, or intentional?

2. If you end up out of fuel just after hyperspace jump, all things happening next (after waiting) - be it netting some ships, or fighting - still present itself as taking place in hyperspace. If you fight a ship and he runs into asteroid field, hilarious mixes may occur, like fight in "hyperspaced" asteroid field:
http://s13.postimg.org/mq20cahqd/hyperspace_busy_lane.png

I guess that nothing can be done about it (and it is, by no means, severe problem), but I decided to report it just in case - and cause it's quite funny ;)

3. After fighting inside nano-clouds (yes, I still insist on going there, thats how baddass-hard-boiled my crew is 8-) ) and winning, nanites retreat and systems are reset. Hoever, it doesn't seem to work for AE systems:
http://s13.postimg.org/6qjcsqlol/nano_doesnt_reset.png

Hacking and battery in this case, but I expect everything from AE might be affected.

4. Weapon placement on that station (Last Stand event) could use some tweaking - weapon in the rightmost mount (mini beam, in this case) is placed in such a way, that it's level of charge is obscured, (if using sensors 3+), even despite using extended enemy window:
http://s13.postimg.org/uu52jwxtx/out_of_screen.png

5. Something seems wrong with the greeble'd version of kestrel internals - engine glow is displaced, as compared to hull-only view:

http://s13.postimg.org/7jvylcrph/engine_glow1.png
http://s13.postimg.org/qnpa1p4jp/engine_glow2.png

(to notice easily what it is about, open both images and cycle through them, repeatedly)

Suggestions:

1. There is this event, where we find a station "cheerily broadcasting good prices", that we can dock or abandon, resulting in various of possibilities. One of them - that happens around half the time - is explosion in our engines (for unholy amount of hull damage) and getting boarder. If we fend of boarders... We get nothing. It could be great to get something like 3 fuel (just like after pirating other fuel station), or small reward for scrapping the now-empty station. Nothing spectacular, just something small would be fitting - I think that fuel would be best, after all, it's re-fueling station. Unless it i fake to the point of having no fuel on board - but that should be scanna'ble via long-range scanners or so, before we decide to dock (after all, we can "detect large quantities of fuel" even in rebel warships, when meeting then in combat during out-of-fuel situations).

2. The infamous event with finding mantis escape pod, and chance for mantis inside to be FURIOUS - I just hit it while flying all-rock-crew rockship, and (while I don't have problem with losing crew member) it was a little strange, especially, that jump before, I meet Mantis Sacred Arena and send my rockman there (and Mantis warriors were amazed how their claws just do nothing). Maybe there should be blue option for rock ship, that allow to avoid losing crew member (while still forcing to fight off the enraged mantis)?

I was reluctant to suggest this, cause Rocks have quite much blue events associated with them, and the loss can be avoided (as many others) by having clonebay - yet it feel off enough to post, anyway. As always, your thing to decide :D

3. This event:
http://s27.postimg.org/qoiwrmwox/small_reward.png

...could definitely use small reward accompanying boarding party - it is very strange to be docked into empty, non-damaged and fully working (as prior event text state) ship that just got too low oxygen, yet leave it without salvaging for scrap. It could be paired with stronger boarding party or whatsnot, though.

4. The out-of-fuel events, like this:
http://s27.postimg.org/9p9ycdlhd/slug_o ... _offer.png

... (or the others) could use some blue options - maybe I'm wrong, but it doesn't seem like they're been changed much since vanilla FTL/AE, and definitely don't use some CE's counter-measures. Not something very beneficial either (as it's a form of being punished for lack of fuel *and* given another chance, after all), but it's a little strange that suddenly, everyone cheat us without any form of resistance... Even the slight one.

5. I just HATE the AE's stalemate-prevention auto-run thing, that kicks in during most absurd moments. For example, being on beacon overtaken by rebels and attacked by rebel super-hyper-elite-battlecruiser that tell us "We finally found you! you won't escape this time!" and... Immediately start to run away. I know it's hardcoded thing and can't be changed per se, but maybe this can be work-arounded somehow? Like, disabling them possibility to run, just like we did with all the haywire navigation/we're out of fuel pirate victims? Or, I don't know, disabling them piloting/engines (and buffing other things, as equivalent for making them, basically, stations)?

[rant]Who need that fckn stalemate prevention thing, anyway? Before AE, I hit no-win no-defeat no-run situation maybe once or twice, and it was equivalent to "game over, you lost, stuck in cold empty space to die". This is prime example of failed attempt to make something unnecessary idiot-proof...[/rant]

6. I love the new hangar graphics - I really do! Hoever, one thing bugs me all the time, enough to write about it - the number of guards keeping Fed. personnel at the end of pointed gun's barrel:
http://s27.postimg.org/66xyfzkld/hangar_guards.png

...which makes it looks more like slaves working in crime's lord manufacture, than Federation base's hangar. I guess that simple cosmetic change (making then guns placed in "hold" position, rather than pointed at poor slav... workers, all the time) could help. I also think that the right-upper corner guard is unnecessary - two of them (lower one, that points toward rockets on floor) and the one near cloaked slug wouldn't be enough, and contribute to lessening the "forced labor colony" feel.

Cheers,
/Estel

// Edit

BTW, I noticed that crew portraits aren't the latest version - for example, Mantis doesn't have their clavs visible, still head only. Intentional, overlook, or just scheduled for later?

Re: FTL Captain's Edition 1.276/Inf 1.267/EL 1.275

Posted: Sun Jun 07, 2015 6:04 pm
by Russian Rockman
Estel wrote:2. If you end up out of fuel just after hyperspace jump, all things happening next (after waiting) - be it netting some ships, or fighting - still present itself as taking place in hyperspace. If you fight a ship and he runs into asteroid field, hilarious mixes may occur, like fight in "hyperspaced" asteroid field:
http://s13.postimg.org/mq20cahqd/hyperspace_busy_lane.png

I guess that nothing can be done about it (and it is, by no means, severe problem), but I decided to report it just in case - and cause it's quite funny ;)

So epic, there should be more hyperspace fights. I thought of a hazard a long time ago that would involve something like your inertial dampeners malfunctioning as you're traveling, causing your crew to randomly be stunned. (Using a dummy weapon).

Estel wrote:5. I just HATE the AE's stalemate-prevention auto-run thing, that kicks in during most absurd moments. For example, being on beacon overtaken by rebels and attacked by rebel super-hyper-elite-battlecruiser that tell us "We finally found you! you won't escape this time!" and... Immediately start to run away. I know it's hardcoded thing and can't be changed per se, but maybe this can be work-arounded somehow? Like, disabling them possibility to run, just like we did with all the haywire navigation/we're out of fuel pirate victims? Or, I don't know, disabling them piloting/engines (and buffing other things, as equivalent for making them, basically, stations)?

[rant]Who need that fckn stalemate prevention thing, anyway? Before AE, I hit no-win no-defeat no-run situation maybe once or twice, and it was equivalent to "game over, you lost, stuck in cold empty space to die". This is prime example of failed attempt to make something unnecessary idiot-proof...[/rant]

I like the stalemate prevention thing, I just don't like how it interferes with CE events. Disabling the enemy's piloting or engines is too much because it just makes fighting them too easy no matter how much you buff other systems, without any evasion beating the ship can be really easy with the right weapons.

What you could do is change the stalemate text a bit and/or the "Enemy FTL Charging" image. You could come up with a better reason for the enemy jumping away inexplicably, "they've gone to get reinforcements" or "re equip" after realizing they can't break through your defenses.

The stalemate thing still doesn't affect stations right? Because they don't have a piloting system? If it does, that's sad... But could maybe also kind of fix that by carefully rephrasing the wording on the enemy retreat text.

The stalemate prevention thing supposedly broke the radiation events in industrial sectors to and I liked those events. If you had no fuel you would die before the stalemate thing activated.

Estel wrote:6. I love the new hangar graphics - I really do! Hoever, one thing bugs me all the time, enough to write about it - the number of guards keeping Fed. personnel at the end of pointed gun's barrel:
http://s27.postimg.org/66xyfzkld/hangar_guards.png

...which makes it looks more like slaves working in crime's lord manufacture, than Federation base's hangar. I guess that simple cosmetic change (making then guns placed in "hold" position, rather than pointed at poor slav... workers, all the time) could help. I also think that the right-upper corner guard is unnecessary - two of them (lower one, that points toward rockets on floor) and the one near cloaked slug wouldn't be enough, and contribute to lessening the "forced labor colony" feel.

I always thought the pointed guns made sense because the base you are in is under attack from the very beginning. It could be being boarded and rebels might attack at any time, in which case you would already want your guns drawn.