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 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Sat Nov 05, 2016 4:14 pm

ahmedoo wrote:I deleted all of asteroid field backgronds in shiny and checked other mods and problem still exists:
That particular hazard is a standard asteroid field, the vanilla tooltip should show as usual if you'd chose the none blue option.

ahmedoo wrote:1.Spelling error. Should be "your" instead of "you'r"
Good catch, will be fixed.
ahmedoo wrote:.When I managed to do smth with those tooltips to show at last, in this particular example one of the background ships was covering it. If it is possible it could be moved to the left not to hide those writing:


I think their position is randomized, this probably can't be fixed.
ahmedoo wrote:This was ineresting. I visited smog cloud in two different sectors. First example is from rock one. When I jump it shows me halved pursuit length. But in industrial sector, the same type of hazard shows about 2/3 or more normal puruit length. Why they are different?
Industrial sectors are considered nebula sectors, they have more clouds but also delay the fleet less since it is prepared, similar to how vanilla nebula work.

ahmedoo wrote:7.One floating gib:
Will be looked into.

ahmedoo wrote:BTW can u make some modification to the Slug A CE version? ;) I played like 40-50 games and my maximum result was 3700. :?
I'm open for sugestions.

CE has been feature on another major twich channel, yay!
User avatar
ahmedoo
Posts: 95
Joined: Thu Feb 06, 2014 2:38 pm

Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby ahmedoo » Sat Nov 05, 2016 5:22 pm

Sleeper Service wrote:
ahmedoo wrote:BTW can u make some modification to the Slug A CE version? ;) I played like 40-50 games and my maximum result was 3700. :?
I'm open for sugestions.

First thing I can suggest is making Slug A dmg dealer again. Strong side of slugs is fact that they can try to break deals (they are also pirates!) which makes them the strongest ships in CE. With Slug C and good configuration I could pass 7000 points and break all my records.
https://zapodaj.net/179c722a8db17.png.html
In Slug A this option cannot be achieved because we won't deplete enemy hull enough to make him surrender. I like the idea of anti-personel ship but I think it should be different ship or slug A could be half anti personnel ship like vanilla one with anti-bio beam.

Second thing is fact that lanius, stealth, engi and kestrel are good ships but they cannot do anything when they meet civilians. They are from start on worse positions alongside the ships like rock, slug, mantis which are pirate. I'm not talking about all ships in game should be pirates. Maybe u could give kestrels some freighter specialization and give all of them cargo teleport and possibility to take for free from civilians some trade goods just to transport because they cannot afford to. Maybe lanius ship could be good at helping civilians in mining with random revenue or trade good.

BTW did you consider making some (only some of them or all) of trade goods not augs but weapons or drones. It could save for us some augments slot and use weapon/drone slot which is in 90% games used by 50%.

Also Zoltans are not so bad but with option to make better deals which is awesome sometimes with that scrap amount, when we go for score (everyone always goes for score) we are doomed. I had that with Zoltan A. I was making deals with almost everyone I met, but I lost many points by not killing enemy ships. When I decide to not make deals, it's just standard ship. Maybe we could use fact that they are scientist and in cooperation with civilians they could do for us or them smth useful.

Sometimes empty beacons are not so devastating (we could buy or get some augs we can use there, or socialize) like those crapy civilians. When I meet them too many times with ship other than mantis, rock or slug I just try to play and then just give up, because I'm so underdeveloped. That's why I avoid green sectors. This shouldn't be like that. I read some people complaining about lots of empty beacons. It's just random. Sometimes first sector is crucial. But when I meet 3 empty beacons, 2 civilians, giant spider and 2 stores, I just wanna cry and restart. Green sectors sometimes are so bad I choose to go to AI sector (It's so hard to pass that sector) and die with honor ;) .

I feel like few races got huge boost by using pirating. With others, I feel like they are just ships with no chance to compete and without any race pros.

That's what I think after many hours of playing my favourite game and mod. I just hope you consider to make it more and more balanced without favourising some of races.

EDIT:
When I watched a movie from the link attached to your last post Sleeper I noticed that in some ships loadouts are really different from mines. I was disabling all mods one after another and it turns out that endless loot addon changes it very deeply. Example: Lanius A in CE - charge laser II, neural stunner, requisition licence, adaptive gel suits; in EL - chain laser, ion stunner, adaptive gel suits. Is that intended or just missed?

EDIT 2:
Is it possible to power up engines, weapons, artillery on ship from the beggining of the game instead of medbay in some ships?
Is it possible to move some crew to the teleporter from the beggining of the game? If not I have some suggestions:

Code: Select all

Engi A:
-human --> engines
-engi --> pilot
Engi B:
-laser = 1st slot
-effector = 2nd slot
Fed A:
-rock is slow --> shield room
-engi is fast --> weapon bay
Fed C:
-zoltan from weapons bay and mantis to the teleport. If it is not possible, at least mantis to the weapon bay, and zoltan to the shields. It's annoying when you move zoltan and your weapon is powered down.
Kestrel A:
-laser = 1st slot
-missile = 2nd slot
Kestrel B:
-zoltan --> engines
-human --> weapon bay
Kestrel C:
-lanius --> pilot, you can vent o2 from doors and sensors
-human --> engines
-kestrel C is really slow. You've taken ion weapon which could deplete one shield bubble and gave baton beam which cannot do that. I like the idea but it needs to be buffed.
Lanius B:
-two laniuses --> teleport, if cannot stays as well
Mantis A:
-engi --> engines
-mantises --> teleport, if cannot, one to the weapon bay, one to the shields
Mantis C:
-mantis --> sensors, if cannot stays
Rock A:
-cockatrice = 1st slot
-scatter missile = 2nd slot
Rock C:
-crystal --> pilot
-rock --> weapon bay
-why u've taken rock plating from rock C? now greebles is incosistent with augment and shows platings even if they are not there  ;) . Maybe it should have both augs, but to not to make this ship to op, we can take one crystal gun, and nerf first one somehow, so it will be defensive power but in offensse not so much
Slug A:
-slug from engines --> weapon bay, it's better to shoot faster, if it has to be anti personnel ship
Slug B:
-two slugs to the teleport, if cannot, stays
Stealth A:
-scatter laser = 1st slot
-beam = 2nd slot
Stealth B:
-zoltan --> engines, why see Fed C
-human --> weapon bay
Zoltan B:
-bardiche beam = 1st slot
Zoltan C:
-zoltan from shields --> weapon bay (zoltan x2), it's better, you can power up all weapons from start

EDIT 3:
Why crystal weapons don't have prefixes? It would be cool to see crystal lockdown which pierces 2 shields or faulty lockdown 2 with 4 power bars to use, don't u think? Maybe they should have some unique crystal prefixes?
prochain
Posts: 1
Joined: Fri Oct 14, 2016 11:03 am

Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby prochain » Mon Nov 07, 2016 2:53 pm

Hi,

I'm playing CE Infinite + Endless Loot.
I got this Vulcan with negative Chain Charge Cap:

Image

It doesn't fire.

Thanks for your wonderful mods!
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Mon Nov 07, 2016 3:11 pm

ahmedoo wrote:Is it possible to power up engines, weapons, artillery on ship from the beggining of the game instead of medbay in some ships?
Is it possible to move some crew to the teleporter from the beggining of the game? If not I have some suggestions:
I think the later can be done, I'll look into it.

ahmedoo wrote:Why crystal weapons don't have prefixes? It would be cool to see crystal lockdown which pierces 2 shields or faulty lockdown 2 with 4 power bars to use, don't u think? Maybe they should have some unique crystal prefixes?
Yeah, right now they don't get prefixes I think... but I have to recheck. I think I excepted them from EL since they are found so rarely. If they'd get prefixed then EL would have about 10% of its data never be used in 99% of all runs, but again, I'm not entirely sure if they are really excluded, might be that I just didn't add modified crystal guns to the crystal ships.

prochain wrote:I'm playing CE Infinite + Endless Loot.
I got this Vulcan with negative Chain Charge Cap:
Good catch, will be cleaned up.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.294/Inf 1.28/EL 1.294

Postby Sleeper Service » Tue Nov 08, 2016 11:16 pm

CE Update 1.294
- Cluster Bomb no longer has a fire chance
- Trade good rarity levels are named a little more euphemistic now

CE Endless Loot 1.294 for CE and CE Endless Loot 1.294 for CE Infinite
- Fixed some Type C ships not having modded guns
- Flux drones should work now
- Chain Vulcan can no longer have "Suppression"
- "Unfocused" is considered mixed now
User avatar
ahmedoo
Posts: 95
Joined: Thu Feb 06, 2014 2:38 pm

Re: FTL Captain's Edition 1.294/Inf 1.28/EL 1.294

Postby ahmedoo » Wed Nov 09, 2016 11:14 am

I made some statistics from my last 5 games. I noticed some things worth mentioning:

Code: Select all

5 plays (about 250 beacons, 15 full sectors, 5 half-sectors, 7 green, 7 red, 6 nebula):
-first (Crystal A): civilian, pirate, rebel (died)
-second (Crystal A): civilian, auto, mantis, quarantine, slug home (died)
-third (Kestrel A): civilian, quarantined, mantis, federation (died)
-fourth (Engi C): civilian, nebula, industrial (died)
-fifth (Zoltan B): civilian, nebula, mantis, slug, nebula (died)

Statistics:
-no fight - 132:
--entry beacons: 3 successful socializing, 13 not so much, 4 producing
--empty - 27
--previously visited beacon - 1
--events with no outcome or negative outcome - 24
--events with positive outcome - 27
--quest-reward beacons - 7
--store - 3
--beacons where mantis, rock and slug have advantage - 23:
---refuel station - 3
---repair station - 2
---civilian trade station - 2
---trade caravan - 2
---out of fuel event - 1
---civilian quest to lead them somewhere - 6
---fuel, missile, drone trader - 9

-ship fight - 117:
--rebel - 27
--pirates - 35
--auto-ships - 24
--mantis - 11
--slug - 8
--engi - 2
--rock - 3
--asteroid station - 1
--pursuit fleet - 6
1.Pirate advantage - 23 beacons (23 x 20 points = 460 points + rewards - apx. 184 points per game + rewards):
2.Chance that slug successfully break deal - 0,333 (chance that someone surrender) * 0,5 (chance that breaking deal will be successful) * 117 = 20 beacons
3.In quarantine sector i visited 3 distress beacons in four jumps, everyone of them was refugee asking for transport. Each event finished differently (intruders, reward, lost crewmember), but I think there's deep need of diversity in those distress beacons.
4.Those trader events and ships needing escort also need some diversity.
5.I visited mantis sector 3 times, but at the first meeting on 15 jumps in sector I met only one mantis ship. That's odd.

My proposition for equalizing chances for each race and each ship (you can change this as you want):

Code: Select all

Spoilers ahead!












-Kestrel A, B - freighter specialization. Both have cargo teleporter and some cheap trade good on start. When they meet different civilian ships they have unique ability to take for free some trade good (which, that depends on sector) and transport it (sell) in store:
--refuel station: basic chemicals (side product of making fuel), compresed nebula gas, antimatter, spent fuel cells (new)
--repair station: building material, power conduits, ship wreckage, ship hardware, ship hull panels, engine parts, shield components, reactor modules, sensor components
--civilian trade station: serve drones, space rations, slug hallucinogens, luxury goods, station grown vegetables
--traders: serve drones, deep-space gemstones, archeological relics, religious rock sculptures, eccentric artwork, spent fuel cells (new), advanced missile microchips (new)
--trade caravan: random trade good
--out of fuel events: additional reward: spent fuel cells (new)
--civilians to lead them somewhere: thay give us some trade goods from their ship to lower their tonnage: random trade good

-Kestrel C, cargo teleport without trade good and bonuses like in Kestrel A and B, and in addition requisition licence as it is former pirate ship. It will be player's choice to attach or not

-Engi A, B, C:
--refuel station - engi gets some leaking containers with fuel and repair them - player gets 5-10+ fuel
--repair station - engi are good at drone technology, they reprogram station drones to be even more efficient and they have repairs for free, and even crew of rapir ship transmit some scrap as a gratitude
--civilian trade station - selling drones for engi is hard thing coz they rely on drones, so engi will be able to sell their special drone parts for extra money (150-200% of basic cost) and thay will have additional offer to sell even more drone parts (18 for insane cost)
--traders and caravans - traders give additional offer, both can sell some drone parts for extra cost or even for free in exchange of some help at the ship repairs
--out of fuel event - in addition engi modify civilian's reactor and engine to be more efficient, additional reward
--civilians to lead them somewhere - civilians are atacked all the time, their ship is just piece of junk, engi can repair it while escorting, additional reward

--move Pharmaceuticals to engi B instead of Engi A
--you cn give Engi B hull repair drone with some negative prefix (it's junky like the ship)

-Stealth A, B, C:
--stealth technology give to the player ship and crew ability to ambush and sneak to the civilian ship. As it is not pirating, but pure survival we will be able to take smth from their ship, stations: fuel, drone parts, repair drones, hull repair drones, trade goods, missiles, scrap, weapon. Of course there will be some risk that we will be uncovered and there will be fight in defence.
--stealth ship can "ambush" as an adition to "continue" and "offer surrender"

-Federation A, B, C:
--as it is federation ship we are uncovered and we can order to the civilians to give us some help in the name of federation and good of all people: fuel, repairs, scrap, some basic trade goods, even crew which wants to help. They could refuse or even send some escort ship to atack us (intruders, quest?)

-Zoltan A, B, C:
--they are good nagotiators so while trading they have a lot of better offers f.e. drone parts + missiles for lesser scrap, better reward for saving life or for escorting, better repairs.
--out of fuel event - zoltans can create some fuel for them with unique reward
--on hyper space zoltan ships will be more efficient and spent less fuel

-Lanius A, B, C:
--unique lanius ship ability is that while doing some standard operation (buying or selling drones, rescuing civilians) lanius ship is able to take some of the matter from other ship/station. This can heal the ship and give additional scrap to the player.
--lanius ship can scrap some abandoned stations, vessels by "eating them"

-Slug A, B, C:
--instead of pirating, slug mind control will be able to make civilians give us better offers, or even some of the things for free (this will be random), breaking deals stays
--slug like zoltans could meke enemy crew propose us better deal while surrendering (just slightly better, but not so much as zoltans)

-Rock C:
--rock plating needed

-Crystal A and B:
--they could be treated by civilias as gods (they look strage, they have unique ships). Civilians could make for them some sacrifices, give some resources.

Morover pirating can't be 100% accurate (should be 75-85%). Like breaking deals, there should be some rare situations, when some ships are escorted, where some ships run away etc.
Lecic
Posts: 3
Joined: Sun May 04, 2014 4:02 am

Re: FTL Captain's Edition 1.294/Inf 1.28/EL 1.294

Postby Lecic » Fri Nov 11, 2016 1:23 am

I'm sure you've already answered this, but I don't want to dig through hundreds of replies to figure it out. How did you get the Ghosts to work? I tried putting some on a ship I'm making but they just turned into humans and asphyxiated.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.294/Inf 1.28/EL 1.294

Postby Sleeper Service » Fri Nov 11, 2016 9:22 pm

You have to add a "ghost" blueprint in blueprints.xml for them to work. Maybe take a look at the files of some smaller mods that use them to see how it is done.

ahmedoo wrote:My proposition for equalizing chances for each race and each ship (you can change this as you want):
Most of this amounts to giving more free stuff to every ship. Not sure why this would be necessary.

ahmedoo wrote:EDIT 1:
Just a while ago, I met a ship which disabled me one bar in my weapons bay. I couldn't mann them, that's what I already knew. But when he hit me and destroyed one bar shouldn't be destroyed the same bar which was disabled? Because I couldn't use my 3 of 4 bars left (Icould use only 2 of 4) and game showed me 3 usable bars.
Can't be fixed unfortunately, but makes sense lorewise anyways. Your targeting is being jammed, the effect doesn't go away if your weapons are damaged, it rather affects another weapon then.
ahmedoo wrote:Additional question: Isn't possible to make some info about what different ships block on our ship. Sometimes text are just too long too read every time, and info about it like in hazards would be very appreciated. Sometimes I ran the situations when my oxygen system was disabled, i didn't read the text (coz it was only continue option), and when my crew was suffocating, then I realized that I have my 02 blocked. I know it is doubling the information, but it would be really good thing, of course if it is possible to do.
Would require a lot of assets and fiddling to be implemented...
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.294

Postby Sleeper Service » Sat Nov 12, 2016 1:00 am

CE Update 1.295
- Cluster Stun Bomb only deploys two bombs, but deals one ion damage now
- Some convenience changes to weapon and crew order across several player ships (as suggested by ahmedoo)

CE Resource Pack 1.295
- Fixed some typos on hazard tooltips
User avatar
ahmedoo
Posts: 95
Joined: Thu Feb 06, 2014 2:38 pm

Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.294

Postby ahmedoo » Sat Nov 12, 2016 7:36 pm

Sleeper Service wrote:
ahmedoo wrote:My proposition for equalizing chances for each race and each ship (you can change this as you want):
Most of this amounts to giving more free stuff to every ship. Not sure why this would be necessary.
Like I said that was only proposition. There two ways of balancing: give smth to those which are weak or nerf someone who is too strong (pirates, deal breakers). If you consider them balanced, it's up to you.

Sleeper Service wrote:
ahmedoo wrote:EDIT 1:
Just a while ago, I met a ship which disabled me one bar in my weapons bay. I couldn't mann them, that's what I already knew. But when he hit me and destroyed one bar shouldn't be destroyed the same bar which was disabled? Because I couldn't use my 3 of 4 bars left (Icould use only 2 of 4) and game showed me 3 usable bars.
Can't be fixed unfortunately, but makes sense lorewise anyways. Your targeting is being jammed, the effect doesn't go away if your weapons are damaged, it rather affects another weapon then.
That's what I fought to be honest. So my last question to this topic: isn't possible to mark somehow this destroyed bar in addition to the disabled one? (Probably hardcoded)

Sleeper Service wrote:CE Update 1.295
- Some convenience changes to weapon and crew order across several player ships (as suggested by ahmedoo)
Good to hear. Waiting for EL version :].