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

Distribute and discuss mods that are functional. Moderator - Grognak
jollyolly
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Re: FTL Captain's Edition 1.055c

Postby jollyolly » Mon Sep 23, 2013 11:16 am

so this mod is pretty epic - thanks for all the effort you've put into it. some really great things in it. having some trouble with crashes on a couple of events though. i can't remember the first one, but the second one i encountered a mantis ship around sector 8. don't recall what kind of sector it was i think it was an engi but im not sure. the ship had enough power for at least 3 weapons but didn't have any :lol: ... the text was something like "a mantis ship was chasing/transporting? an engi vessel" also something about it getting away i think. anyway as soon as the even script ended it crashed :cry:

also the firebomb 3 doesn't seem to have a image. it shows up blank in stores and i think i got shot with one that just showed up as a big black box.

a few thoughts about balance - the swarm missile drone is incredibly op. it shoots 2/3 shots in the time it takes for the actual swarm weapon to charge. needs to either be much slower or just taken out imo. ran into a ship with two of them and the launcher.... lets just say i didn't do so well against it. if nothing else just lowering the damage or something especially considering that even with high level defense drones i still can't seem to shoot any of them down.

another really op weapon is the naginata. it only uses 3 energy to power and because of how long the line is for the beam i was able to do 10/12 damage on some ship configs :shock: - having one thats a longer beam seems like a good idea but its just that its so fast if shields are down you can pretty much knock out a ship in one blast. slower/less damage considering its only a 3 bar weapon would seem to make much more since. slower seems like a better idea giving the enemy (or player) the chance to avoid some damage.

amazing work though thanks for this and keep it up.
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Sleeper Service
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Re: FTL Captain's Edition 1.055d

Postby Sleeper Service » Mon Sep 23, 2013 12:58 pm

OK I hope 1.055 is mostly bugfree now... please report if issues with the Mantis Teleporter Barge persist.

1.055d
-Fire Bomb MK II graphic fixed
-Mantis Teleporter Barge layout reworked, glitch free now?
-Risk/Reward for traitor event slightly adjusted, still a potentially dangerous event
-Two new event with delayed environmental effects added

Balance suggestions considered. Naginata is currently a pretty good weapon. But the glaive also allows you to one shot ships. Powercost is a little low, but four power also didn't feel right. You also get less penatration with the Naginata. The swarm drone is only slightly faster then the heavy drone, and it costs drone parts. You suggestions will be considered.

abyssion425 wrote:
NewAgeOfPower wrote:I'm absolutely enraged at the event which one of your crew 'turns out to be a rebel infiltrator'.

The rebel Cruiser died quickly to my weapons. My crew quickly killed the traitor. But no, I lost my crew member who I diligently trained to gold-proficiency over 5 sectors... And I even tried taking the second choice, saying "After everything we've been through..."

It didn't stop me from winning the game. But goddamnit, it takes time to train up crew! And to lose that investment without possibility of preventing the loss, gah! I'd rather throw 100 scrap out the window than lose a veteran.


I remember getting that event 3 times in 1 playthrough, it was hilarious as it can happen in any sector.


:D That once again shows that no one likes the Federation.

A guy/girl piloted you through a dozens of fights and asteroid fields, fight of giant alien spiders and diseased Miners for you, and then he/she puts a gun on your head. I still like that whole idea. Admittedly, CE is currently way more dangerous for crew than vanilla FTL. There is also slight less probability to gain crew with the new distress events now. That might be reworked at some point, but it also might be a nice way to force the player to consider buying crew more often. Something that is potentially a wast of money in vanilla. Of course, you can also just hope to get some more, certainly trustworthy, slave labourers for free (you monsters!)
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Sleeper Service
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Re: FTL Captain's Edition 1.055e

Postby Sleeper Service » Mon Sep 23, 2013 7:50 pm

Uuh yeah, another update. :?

1.055e
-Three potentially crash causing typos in the xmls removed
-Size bloating tilde files removed once again
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NewAgeOfPower
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Re: FTL Captain's Edition 1.055e

Postby NewAgeOfPower » Mon Sep 23, 2013 10:54 pm

If you put in an event that handed out Elite Crew members, I'd be okay with getting shot at by traitors.

Since I don't think this (direct Skill Proficiency event modifier) is feasible with the state of modding/FTL engine, I'm going to request for more blue options. Or something.
jollyolly
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Re: FTL Captain's Edition 1.055d

Postby jollyolly » Tue Sep 24, 2013 1:01 am

Sleeper Service wrote:OK I hope 1.055 is mostly bugfree now... please report if issues with the Mantis Teleporter Barge persist.

1.055d
-Fire Bomb MK II graphic fixed
-Mantis Teleporter Barge layout reworked, glitch free now?
-Risk/Reward for traitor event slightly adjusted, still a potentially dangerous event
-Two new event with delayed environmental effects added

Balance suggestions considered. Naginata is currently a pretty good weapon. But the glaive also allows you to one shot ships. Powercost is a little low, but four power also didn't feel right. You also get less penatration with the Naginata. The swarm drone is only slightly faster then the heavy drone, and it costs drone parts. You suggestions will be considered.


4 bars seems fair even though its only 2 damage per room(extra system damage/or high fire chance would surly make it worth 4), and since the drone doesn't use up any missiles and only one drone part (that you can get back with the right augment) i'm leaning toward less damage. if you don't decide to change the weapons its no big deal, everything's changeable anyway so i can always do it myself if you wanna keep it how it is. great that you got things fixed so fast, if i run into anymore crashes/ bugs i'll let you know.

abyssion425 wrote:
NewAgeOfPower wrote:I'm absolutely enraged at the event which one of your crew 'turns out to be a rebel infiltrator'.

The rebel Cruiser died quickly to my weapons. My crew quickly killed the traitor. But no, I lost my crew member who I diligently trained to gold-proficiency over 5 sectors... And I even tried taking the second choice, saying "After everything we've been through..."

It didn't stop me from winning the game. But goddamnit, it takes time to train up crew! And to lose that investment without possibility of preventing the loss, gah! I'd rather throw 100 scrap out the window than lose a veteran.


I remember getting that event 3 times in 1 playthrough, it was hilarious as it can happen in any sector.


has to be one of my favorite events so far, in one playthrough i only had one human who was piloting so i was considering him the captain. this event comes up and it turned out the captain was the traitor and i guess was putting a gun to his own head in a mr. hyde moment :lol:
irons77
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Re: FTL Captain's Edition 1.055e

Postby irons77 » Fri Sep 27, 2013 11:38 am

Hi, thank you for a great mod. :D
Just one little thing: Wrong name - Basic = Defense

Image
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Sleeper Service
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Re: FTL Captain's Edition 1.055e

Postby Sleeper Service » Fri Sep 27, 2013 11:53 am

Yeah that's in incoherency I took over from the mark I, which is named oddly like that as well. Might just rename both weapons I guess.
iKill
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Re: FTL Captain's Edition 1.055e

Postby iKill » Fri Sep 27, 2013 1:55 pm

Really great mod, enjoying it a lot so far. Quick question - if I'd like to turn the new events off, what parts of the CE should I remove / disable from the .ftl file?
9600bauds
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Re: FTL Captain's Edition 1.055e

Postby 9600bauds » Fri Sep 27, 2013 2:06 pm

This is more about the CE for Player Ships addon... I got to say I'm really disappointed with how Slug A was changed.
Using light lasers as main means of disintegrating people is a completely different experience. You can't line people up, you can't be sure of whether they will die or not because light lasers tend to miss, you can only target one room, can't hit people while they're moving either...
Disintegrating people was pretty much the reason why to play as Slug A. I'd go as far as to say that strapping light lasers on it really kills the ship.
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Sleeper Service
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Re: FTL Captain's Edition 1.055e

Postby Sleeper Service » Fri Sep 27, 2013 2:44 pm

9600bauds wrote:This is more about the CE for Player Ships addon... I got to say I'm really disappointed with how Slug A was changed.
Using light lasers as main means of disintegrating people is a completely different experience. You can't line people up, you can't be sure of whether they will die or not because light lasers tend to miss, you can only target one room, can't hit people while they're moving either...
Disintegrating people was pretty much the reason why to play as Slug A. I'd go as far as to say that strapping light lasers on it really kills the ship.


Yeah it was kind of designed to be completely different experience. ;) While the addon layout is definitely not as powerful as the vanilla one. I'd still say the ship works. While the disadvantages of light lasers you mentioned are indeed there, they also offer some advantages. They level your weapons person much faster and profit more from weapon skill and reloader, so they actually can become significantly better in time. They also can cause breaches and with this can distract and sometimes even gather crew in one room, allowing for more damage. Their shield piercing also makes them more sustainable throughout the game. Their shorter reload makes it easier to react to pick off injured health enemies and as you have two of them you can also split up the damage. If you lead the target you can also easily hit running crew by the way.

I understand that changing the player ships is a sensitive topic. That's why this part of CE is a separate addon. You can always go back to vanilla loadouts if you want. :)

iKill wrote:Really great mod, enjoying it a lot so far. Quick question - if I'd like to turn the new events off, what parts of the CE should I remove / disable from the .ftl file?


Hm you could delete all of the events_xxx.xml.appends from the mod-folder before patching the mod in. That might work, but I can not guarantee it.