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

Distribute and discuss mods that are functional. Moderator - Grognak
meklozz
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby meklozz » Sat Sep 24, 2016 10:17 am

It would be nice to see augments thinned down. I'm not sure about your reasoning on the fuel recycler, for 60 scrap you can outright buy 20 fuel, and use the slot and beacons for something better. With many ships already having things to do there, it's just too high a cost for me already to buy it, but then I don't play CE that much.

And it seems at a glance like you set out to make many weapons much better, I haven't read it all, but I find many of those already useful. Your BL III would be arguably better than BL II, scatter lasers might become instabuys etc. As for mine launchers, I think the biggest advantage is the fleet slow down, and any unpredictable differences between enemy and player weapons should be avoided.

Are you going to be making these changes yourself? Do you think maybe it deserves its own thread, in case you need help with merging the augments or just not to clutter thing around here and let it be its own thing?


stylesrj wrote:It used to be an utter disable of the systems until I discovered that the game crashed if you destroyed them while they were disabled. So Sleeper changed it.

Did you (anyone) try to change the way they worked? The way combat augments and many CE events handle disabling system is actually a little broken, because the 'loss' (IIRC) type wasn't really meant to be seen. It's only used once in vanilla (again, IIRC) against an enemy ship.
If a system disabled with it is damaged, it acts as if any damage done on top of it accumulates with the disabling. This is fine against enemies when using combat augments (more than fine, really), but the player ends up seeing the bar that was blue (disabled) go red (broken), but actually can't use the bar they clearly seem to still have left. It's unpredictable behavior since it displays the same as the other types - maybe it's also breaking fully disabled enemy systems?
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby meklozz » Sat Sep 24, 2016 2:06 pm

Gidoza wrote:Some weapons are better, some weapons are worse. Definitely, all the better ones are harder to find. Perhaps the price reduction with relation to rarity on the burst scatters was too much? And yes, the BL III is quite potentially better than a Mark II, but it also has a cooldown that matches nothing I can think of other than the Halberd Beam, so although it's more useful on its own, from an "overhead" perspective, it pulls back as much as it offers.


16 seconds is generally still before the second enemy volley, and at 5 shots it becomes one of the most powerful shield breakers. The price and rarity can offset well (I had similar feeling when I saw auto laser II change, having 2 or 3 for 2 power each is practically a better, though more power hungry, vulcan without the loadup time), but making it something you will almost never get can make it fine. I can just imagine enemies with those kinds of loadouts *shudder*.

Gidoza wrote:As for making changes - I was suggesting this for the legit CE. I realize that I can be overkill at times (I wouldn't expect everyone to accept everything I suggest, especially the Systems stuff which is something CE didn't even want to tackle). When it comes down to it, the thing I think is most important is the Augmentation Changes - some of them are quite awful, needed a buff, needed removal, or are perfected by blending - and second, removing other very specific things to clean a little mess.


I kinda doubt a lot of it will get implemented, if only because I think Sleeper Service considers CE pretty finished. Wouldn't mind being wrong.

Gidoza wrote:But modding that section in particular would be annoying because one would need to hunt down all the Blue Events.


Depending on how you're doing it, you could either use advanced slipstream tags (could provide examples, they're meant to find specific data and alter it) or a search/replace function in your text editor.

Gidoza wrote:The rest? I suppose I could do it on my own. At the moment, it only took a couple hours to integrate the Weapon/Drone changes, so I'm going to test them and try refuting myself on a number of my changes. I can post it if you like and just want to have a different experience. [...] (by the way...after having gone through the data files, the data is everywhere and quite disorganized...I cleaned it up a little while changing the data so stuff is in a more logical order and easier to find)


Are you changing it directly in CE? It would probably be best if you had a separate file with only the relevant changes copied over. That could be loaded after CE easily. Also, I hope you don't mean moving things between files when talking about cleaning stuff up, some of this may need to be in a particular place to work right.
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Sleeper Service
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby Sleeper Service » Sat Sep 24, 2016 2:11 pm

Ok here are my two cents:


Drone Uplink Jammer: I haven’t tested it, but if the 20% chance of failure fires, I would suggest that the 2 power used for it not be lost. Perhaps I cannot depend on the bonus of the Augmentation, but I should always be able to depend on my Power’s being useful.
Thats already how it works. Can you take a screenshot next time it uses power even though it failed? That might need fixing.
Advanced Plating: I suppose there is fundamentally nothing wrong with this, but one of the primary problems with Hacking/Mind Control isn’t even so much their main effects, but their passive effects of knocking out a main system/distraction (Mind Control) or slowing a system considerably though loss of crew bonus (Hacking). In my opinion, it would be better to have this as a 2 or 3-power system (probably 2 power) that kills Hacking/Mind Control utterly. A secondary option would be to have multiple Blue options available - pay 1 power to knock the system to 1 power; or pay 3 power to eliminate Mind Control/Hacking entirely. Furthermore, since I’m quite unhappy with the Teleporter Disruptor (read on…), integrating that here as well as a separate option could make this a uniquely versatile Augmentation, as long as we curb it to hitting one or the other, not both.
In generall I can't add more multi-options augs since that has the potential to break the text box ui.

Subspace Scanner: This actually is frighteningly useful for only 30 Scrap and 1 power - being able to knock out cloaking is amazing! If possible, I’d suggest 2 power to kill cloaking and 1 power to use sensors in a nebula, or even 0 power for sensors in a nebula, and maybe a price increase to 40. Throw the bonus of the Lifeform Scanner on and we have a strong, good deal as long as its pricey enough.
Under consideration. Not the fuse though.

Targetting Jammer: As with the Drone system, while this is powerful indeed, if it should fail, I want my 2 Power back.
Same as above.

Teleporter Disruptor: Again, as with the Radiation Projector, the issue here is that CE actually does have a fair number of enemy ships with level 3 Teleporting. Add on to this that boarders are usually not that hard to deal with even with a fairly pathetic defending crew, and I just don’t understand why I would even want this Augmentation.

Suggestion: Remove this Augmentation from the game! OR, just make it not purchaseable in Shops but still droppable normally (Is that even possible?), so it doesn’t take the space of something that is actually useful. This would make it a unique Augmentation, and then for a single power it would be reasonable to have it utterly lock down enemy Teleporters, even if they were level 3. However, better it is removed than available in the shop. An additional thought is that it can offer a Blue option to knock out boarders that come as part of events in random places when jumping through the sector.
A fan favourite, this will likely remain as it is. Tons of blue options and fairly useful for its price.

Internal Effector: I haven’t actually seen this Augmentation myself so I can’t comment, but it seems cool enough.
Slug B starts with it.

AI Avatar Generator: The problem with actually bothering to purchase this (unless you’re really Really REALLY desperate for crew…that is, you have 1 crewman by Sector 7) is that the price demands for creating the crew, in addition to purchasing the Augmentation, is such that by the time you’ve creating 2 AI Avatars, you could have just purchased 2 other much more useful crew directly from the shops, instantly, and then used those empty beacons for something more useful when you hit them, besides having space for some other Augmentation. And God forbid that you should be lacking the 15 Scrap to make the Avatar when you get there. Not a reasonable investment, in my opinion.

Suggestion: AI Avatars are always generated for free, but the price of the Augmentation can remain the same, or at most be reduced to 50 Scrap. Alternatively, this could also be an item that is never purchaseable from the shop to make it a unique item for generating Avatars for free, with a decent sale price of 30 Scrap - if you can buy other crewmen anyways from the shop instead of this Augmentation, no need for it to be taking up the space of something more useful. My preference though would that this be not available in the shop and remain instead as a special Augmentation.
Price change under consideration. Failure will be less severe. Other than that its free crew forever, worth the prices in my opinion.

Ammo Manufacturer: I’d suggest that this never show up in shops. When you can build it anytime you want at an Empty Beacon, it just doesn’t need to be taking up a slot in the shop where something more useful could be residing.

Drone Manufacturer: I’d suggest that this never show up in shops. When you can build it anytime you want at an Empty Beacon, it just doesn’t need to be taking up a slot in the shop where something more useful could be residing.
Under consideration, although I generally disagree that everything you see in the shops need to be instant buys basically. That doesn't event apply to vanilla by a long shot.

FTL Fuel Recycler: This Augmentation could easily use a cost increase to 50 or even 60. Unquestionably pays off for itself, and I’ve definitely never felt at a loss for Fuel ever again when I have one around. Awesome Augmentation!
Good as is, as other have pointed out.

Hull Repair Kit: This could be interesting if it was combined with the Repair Arm. As it stands, even with the CE buff to the Repair Arm, the Repair Arm still doesn’t seem worth it (neither in later sectors where you lose tons of money; nor in earlier sectors where repairing is too cheap to matter, but I guess all that means is that proportionally the healing-to-money is the same…perhaps we could just drop it to 8% and leave it at that); as for the Hull Repair Kit, getting the best of out of it requires either too much time, or too much Scrap, or at least it certainly isn’t as useful as a Hull Repair Drone. What I might suggest is a combination of the two, where the Hull Repair Kit always repairs one (exactly one) Hull at no cost to the player for every acquisition of Scrap, and then additionally you get the normal Hull Repair Kit bonus if you should want to use it (no changes to that) - this way you’re getting some free but non-major repairs that are quite useful, and if necessary you can make bigger repairs on the way for the appropriate cost.
Emergency repairs don't cost time and repairs are as economic as shops, more so in the late game. Good as is. Repair amount of Repair arm can't be changed.

On-Board Assembly Line: I would suggest that this take no time to use. You’ve already effectively lost a jump by hitting an empty beacon, and we’re going to double the fleet’s next jump, too? All this for a product that we can’t even guarantee we’ll be selling at a decent price at any point, much less right away, and even then it may cost you another jump at the Store to sell it. This is rarely, if ever, worth it, and I certainly can’t imagine wanting to bother purchasing this from the shop.

Suggestion: Make this never available at the shop, but a potential thing that can be acquired. Costs no time to make trade goods, and that which is produced is on the more decent end of things more likely than not. Reduce “cost” to 20 (you don’t sell it for much, but you could sell the products well enough)
In generall, you don't loose a jump effectively through empty beacons. Empty beacons are always there, statistically you'll always encounter them and everything that CE adds to them is a free bonus. Empty beacons are simply a part of the game you'll have to work with and CE used them to give you free stuff basically. Time cost reduction is under consideration though, simply cause I like to boost trade. Also making things available only as loot but not as as store content is somewhat finicky and not really an option.

Advanced Navigation AI: Definitely awesome the new way it is set up. However, since we have so many different Augmentations in CE and it can be hard to find any one in particular (there’s no way to “depend” on RNG short-term or long-term in CE like you could in Vanilla, because there’s so many options), I’d suggest combining this with the FTL Recharge Booster to make a single Augmentation, as it would both be an appropriate final edition, and it would cut down on clutter in the shops. FTL Recharge Booster is only useful anyways if you’re losing, which isn’t something you want to be counting on: remember that the best defence is a good offence. *** This may not work. Possibly put FTL boost with FTL Fuel Recycler or Beacon Access Kit.
Not possible.

Beacon Access Kit: Solid Augmentation. Suggest deleting Distraction Buoys entirely, as they are overshadowed by the Beacon Access Kit, and one less unnecessary Augmentation would reduce clutter in the shops. *** (maybe put FTL Speed boost here)
For the deletion of vanilla content, refer to Twinge or Subset Games please. :o ;)

Bounty Hunter Database: The rewards for completing these quests are actually pretty terrible, but the idea is cool. It would be neat if the rewards for Low/Medium/High included in addition to Scrap, an appropriate level of Weapon/Drone/Augmentation to go along with it. Because in the end, what are you really gaining? That one jump that could have been another beacon will probably yield a different battle, anyways, which means you’re no less behind, but you ARE more behind from not using your Sector Entry beacon for some other kind of purpose, so in the end, the Bounty Hunter Database just ends up costing you 30 Scrap and potentially a mission from one of your crewmen. So again, buff the rewards, or it isn’t worth it.
Free gear every sector wont be happening. You gain a guaranteed double reward beacon as opposed to a uncertain beacon that might or might not have a fight (most of the time a single reward fight). Its a net gain, although not as good a econ aug as others.
Cargo Teleporter: Way too expensive to facilitate a feature of CE that’s often not profitable anyways or at the best unwieldy. This deserves a price of 40 at most, but more reasonably 30, only to bring Trade to a level that could be considered on par.
Under consideration although it pays for itself fairly quickly already. Largely depends on how well you know the trade system.
Combat Simulator: This Augmentation is, quite frankly, just a hindrance to useful things popping up in stores, and tends to be useless, anyways, as most kinds of crew experience are already attainable by normal means or by finding a single ship that can’t penetrate your shields. The only decent thing that can come out of it is Repair experience. When it comes right down to it, I honestly have to suggest that this Augmentation is so awful, that it shouldn’t exist in the game whatsoever, neither in the shop, nor as a random drop. Please delete it.
Under consideration.
On-Board Science Lab: This Augmentation really isn’t distinctive enough from the On-Board Assembly Line to justify being its own Augmentation, and additionally, the products that the Science Lab yields aren’t even that good. I think we could go a few ways with this so it isn’t a burden on the store.

Suggestion 1: Delete the Science Lab entirely. It isn’t worth the clutter on the store or on a decent drop.

Suggestion 2: Merge the Science Lab with a semi-unrelated Augmentation, like the previous Mapping Computer. A Science Lab is most appropriate for mapping the sector, and also for extracting resources here and there. They would blend well together to make a single Augmentation that’s less burdensome on the store while having multiple useful but not terribly overpowering tasks. I’d still keep the cost at 30 Scrap, though, because I still don’t think it would be worth more than that.
Might merge with mapping computer.

Requisition License: This Augmentation is just plain awesome for its cost (much like the FTL Fuel Recycler). There are otherwise so many Civilian ships in CE that between these and empty beacons, sometimes an entire sector can be visited while seeing barely a piece of Scrap, which is horribly disabling (and I think, in the end, a design flaw, but I’ll ignore that as I’m not really focusing on events here). This undoes the problem so well that it’s easily worth 40 or 50 scrap to purchase it - 20 is definitely too low.
Under consideration.

Adaptive Gel Suits: I’m not super fond of the nerf here because this was already a niche item in the first place, so I think buffing it back up again would be appropriate. However, I’m just reading the description right now, and the description seems weaker than the actual effect. Perhaps we want to review this one…
Gives many blue options now and can be engineered.
Advanced Targetting Computer: Increase cost to 50 - this is way too good for merely 40 Scrap.
Install Twinges balance mod then. :D

FTL Recharge Booster: As previously mentioned, delete this Augmentation, and blend it into the Advanced FTL Navigation with its 30% FTL bonus.
Not possible

Improved Internal AI: Keeping your Drones active even when Drone communication is scrambled is what makes this worthwhile. Does anyone actually use it to increase internal Drone speed…? That part of this Augmentation is so bad that if it were about that alone, it would never be worth using. For that reason, being able to fabricate internal Drones isn’t terribly exciting, save the possibility of Boarding Drones. It could be fun if this increased the speed of external Drones, or the firing rate of Defensive Drones. Drone Scrambling does come up from enemy ships, but it’s not so common that I’ve felt that I ever needed to invest in this Augmentation, even though anti-scrambling is good. Nevertheless, this Augmentation feels like it needs something. It’s okay, but it needs something. (see below - in my commentary on Fire Suppression, which is ridiculously expensive for its effect, anyways, this would make a wonderful blend here) *** This may not work. Internal Generator could blend with this very interestingly instead. Fire Suppression could only realistically otherwise go with Science Lab or Advanced Plating.
Fusing two augment effects is not possible through modding.
Scrap Recovery Arm: 8% is decent with a price reduction to 40 Scrap. I agree.
Yo for the record: These price and stat changes where only done because that stuff can be engineered now.

Shield Charge Booster: This Augmentation is still pretty awful, so awful that it almost needs deletion. Barring very unique circumstances, most of which occur at times when you will never have access to this Augmentation (ex. sector 1 ship with a Laser Cannon and a Mini Beam to recharge the Shields before the Mini Beam hits), the only really meaningful time/times this ever could come into play is when fighting a ship with a heck of alot of Drones, particularly the Flagship #2. Am I really going to invest in an Augmentation for a single endgame battle, and maybe one other? I don’t think so. Let’s discuss some other possibilities.

Suggestion 1: Delete this item - it’s pointless and just takes up space in the shop.

Suggestion 2: Make the boost much stronger, like 30 to 50% range, so the shield regeneration is sufficiently strong to really impede attacks other than focused volleys. Of course, it’s still not helping against Missiles and Bombs.

Suggestion 3: Since it mainly fits into the same category, the 15% Shield Boost could be integrated into the Reverse Ion Field, which is about protecting your Shields, anyways. Since you lose your Manning bonus at one point of ionization, the 15% Shield Boost would be useful in keeping the remaining Shields up while recovering from Ionization. The consequent combined Augmentation would need an appropriate increase in cost, however. But I think that this is the best solution, and it eliminates one more Augmentation to free up space in the shops.
Refer to Subset or Twinge. :D I now plenty of hard streak runs that consider this an instant buy, so it can't be that bad.

Titanium System Casing: While the buff to this Augmentation in CE was most appropriate, in all honesty I think even further improving it to 30% is the right way to go. CE depends on more weapons than Vanilla that don’t even harm systems, which detracts from this Augmentation’s effectiveness-in-point: when it actually is being effective and you really think about it, 30% isn’t that much, and a single point where you don’t want it really hurts, so having 90% at max is strong and feels reasonable.
Under consideration.

Burst Mark IV: Same fire chance as Mark II; fires 7 shots instead of 5; price increase to 105 Scrap.
Sounds great, until it is fired at you...

As for weapons in generally, some stuff is under consideration. Overall I won't be messing with rarity too much and I won't make wide changes to vanilla gear. From my experience, that just ends up causing irritation for now players. I also don't fully understand how rarity works, my best guess is that shops select rarity levels for slots first and then populate that slot with gear from that rarity level. This would explain how the negative prefixes in early EL where so prevelant, but I'm not sure if it really works that way. But it definitely feels like the stuff of same rarity actually competes with another in store, so making something you'd like to see less more rare actually has the other rare stuff become less likely as well. In general I simply keep rarity in line with the theoretic parent asset of each gear piece.
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby Sleeper Service » Sat Sep 24, 2016 5:26 pm

Gidoza wrote:I'm not suggesting that everything be instant buys - while it's true that I'm trying to make everything more worthwhile than not, my stronger aim is to eliminate superfluosity.
Yeah, I just don't find them that superfluous. The elevate the downsides of consumable-heavy builds perfectly well.

Gidoza wrote:I understand the loot-but-not store point - unless things were very mission specific, I get from looking at the code how that wouldn't work. In any case, I wouldn't go so far as to say that everything at an Empty Beacon becomes "free." While having an Augmentation can make an Empty Beacon not useless, if using the item makes the fleet do a double jump, often I'm missing out on something much more important that could have been gotten with that extra jump. I suppose it's less a matter of "losing a jump" than it is a matter of fine-tuning Empty Beacon bonuses.
Its predictable options VS uncertainty and risk at actual beacons. Also the trade system isn't supposed to be a free bonus, its possibilities that have to be constantly evaluated. No build time essentially makes the assembly line another kind of scrap recovery arm, with no build time it actually becomes quite good.

Gidoza wrote:Well it's not as though the Trade commodities and their rarities can't just be looked up. Things like this don't really make sense to me to "hide" from the player and to have a feature like the Canteen unless the demands are highly randomized every single game, forcing the Canteen to be a normal and worthwhile feature. In any case, even if I know exactly every single possible high and low trade, none of this guarantees that the upcoming sectors will have the kind of system I want, so it often ends up being meagre guesses.
In-game description don't allow room for that and like sector characteristics, it's something the player is supposed to learn over time.

Gidoza wrote:Rarity of 0 is equivalent to deletion, is it not?
Yeah but I'm not going to cut vanilla content. If the devs deem this to be worth to be in the game then its fine.

Gidoza wrote:That's not a good counter-argument!
I mean if you want a rebalanced vanilla content then twinges is the way to go. Again, nothing I'm too concerned about.

Gidoza wrote:True it is a double-reward, but it's scrap only, and I find that it's meagre enough that it doesn't pay off for the BH Database and what could have been used at that Empty Beacon anyways. It's a net zero-sum Augmentation. Fair that drops at every sector is too much, but I'd still suggest a Scrap increase.
Depdends what else you've got. Its better than socializing and it will pay for itself with a single sector beyond 3. I think there are also some special outcomes and blue options of I recall correctly.

Gidoza wrote:Refer what, exactly? :P
Your intention to remove shield recharge booster from the game. I think its fine as as. I think it also prevents shield scrambling and it can be engineered. Scales great into the late game, since charging takes place as long as and while shields are down. Essentially gives you another bubble in the late game.
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Auron1
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby Auron1 » Sat Sep 24, 2016 5:59 pm

IMHO the Combat Simulator is very helpful, especially for repairs and melee battles. Unless your crew is an happy Mantis Family, you don't want your crew members to be wiped out by the first enemy boarding party.
Something happening very often BTW.
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
meklozz
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby meklozz » Sat Sep 24, 2016 7:10 pm

Could you elaborate on stuff being in "a particular place"? I assume it only means the right FILE and not the LOCATION in the file - as Weapons blueprints in blueprints.xml.append seem to be all over the place, and what I was simply doing as I was going along with my editing is putting all the Weapons together; putting all the Drones together, etc...at least, if you have a big, clean file, it makes it so much more easy to -anyone- to edit it in the future, whether Author or modder. Sleeper - I'm actually good at re-organizing things, so I'm happy to volunteer to re-construct the Blueprints file (without any of my modifications) if you think it would be of some value.


Well, as far as files go, there is a number of reasons you want to keep things where they are. I'm no expert, but, for one, there is an order in which files get loaded. If you just add your versions in blueprints.xml, the original in, say, dlcBlueprints.xml, will take priority anyway. I'm not sure if this is just alphabetical or what, but it's best to just not mess with things too much when you don't actually need to. Another is the AE switch, which I think may ignore some files (hint, dlc in the name) if it isn't flipped. There may also be something about events, especially with fuel or whatever, but I'm not sure and it doesn't really matter for you.

Priority within the files is just that the last time a weapon shows up is the one that gets loaded. If you don't copy them multiple times, it will be fine (slipstream mod manager always appends at the end, which is why you can just write a new version for a weapon and ignore the one that existed before. As long as you don't put it in another file, that is!
And obviously you can't take any non-top-level tags out of their place. If there is a tab in front of something, it belongs in there. Blueprints are pretty small, so it should be clear.
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ahmedoo
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby ahmedoo » Sat Sep 24, 2016 7:57 pm

Few things:
1.If I understand correctly "focus" beams should hit only one room with tremendous power. I checked twice "Ataptive Focus Beam III", once with no prefix, and once with "weaksauce" prefix, and its beam length allowed me to hit even three rooms at once:

https://zapodaj.net/8073ed266d53a.png.html
https://zapodaj.net/ac8172086caeb.png.html

2.Change order in two situations presented below. It would be more comfortable to click 1 (better option) instead of 2 which is standard continue (worse option):

https://zapodaj.net/03e09033085ab.png.html
https://zapodaj.net/6b43cdf7167dc.png.html

3.I found that weapon "tight spread" prefix is "TIG", when for drones is "TI". Shouldn't be both the same?

https://zapodaj.net/ac860ff2231a0.png.html

4.In industrial sector, which I visit a lot, music is still disappearing after while. Reset of the game helps. Maybe you should add some tracks beacause playlist is finishing and there's no more music to play in that sector?
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby meklozz » Sat Sep 24, 2016 8:02 pm

So about those mind control and hacking crashes, I can't seem to make that happen. Was there something else in play that broke things in particular? Or is it just random, only happening to some people or sometimes?
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby Sleeper Service » Sat Sep 24, 2016 10:17 pm

meklozz wrote:
Could you elaborate on stuff being in "a particular place"? I assume it only means the right FILE and not the LOCATION in the file - as Weapons blueprints in blueprints.xml.append seem to be all over the place, and what I was simply doing as I was going along with my editing is putting all the Weapons together; putting all the Drones together, etc...at least, if you have a big, clean file, it makes it so much more easy to -anyone- to edit it in the future, whether Author or modder. Sleeper - I'm actually good at re-organizing things, so I'm happy to volunteer to re-construct the Blueprints file (without any of my modifications) if you think it would be of some value.


Well, as far as files go, there is a number of reasons you want to keep things where they are. I'm no expert, but, for one, there is an order in which files get loaded. If you just add your versions in blueprints.xml, the original in, say, dlcBlueprints.xml, will take priority anyway. I'm not sure if this is just alphabetical or what, but it's best to just not mess with things too much when you don't actually need to.
Yeah, plus it's the order everyone who mods the game is used to anyways. The structuring of the files has zero impact on the gameplay experience, it doesn't matter to me much outside my own conventions that I follow. If you need to find a particular asset you just need a text editor that supports cross-searching across multiple files to find it. I still utilize Kate for that purpose when modding FTL, works fine: https://kate-editor.org/ Other free stuff like Visual Studio Code is even more versatile though.
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ahmedoo
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Re: FTL Captain's Edition 1.291/Inf 1.28/EL 1.286

Postby ahmedoo » Sun Sep 25, 2016 12:25 pm

1.Cloning capsule in Rock A is faced towards the wall. Should be turned around by 180 degrees:

https://zapodaj.net/1ec5400ec4ede.png.html

2.Many events with Drone Uplink Jammer has inconsistent order of blue options (two examples):

https://zapodaj.net/18171a542e179.png.html
https://zapodaj.net/33aca99d788e3.png.html

3.Isn't this enemy with "high rank" prefix too strong for second jump in game? (normal difficulty) :o .

https://zapodaj.net/d2dba65d4df88.png.html

4.Did you add those informations about what each danger does to our ship modules? I met one where there was no info that my weapon bay is -1:

https://zapodaj.net/e94359cba83e5.png.html