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

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05eolsale
Posts: 18
Joined: Tue May 14, 2013 1:55 pm

Re: FTL Captain's Edition 1.055d

Postby 05eolsale » Mon Sep 30, 2013 5:57 pm

jollyolly wrote:
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:


the same happened to me but i had one crew and i tried the peace and then he shot himself so game over
but i have tried this event 10 times and i kept my crewmember only once
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Sleeper Service
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Re: FTL Captain's Edition 1.056

Postby Sleeper Service » Mon Sep 30, 2013 8:48 pm

05eolsale wrote:the same happened to me but i had one crew and i tried the peace and then he shot himself so game over
but i have tried this event 10 times and i kept my crewmember only once


Hm I'm still looking for ways to even things out with the traitor. Generally the event should occur less often in the current version. The risc/reward between the two white options was also changed, to make both have some advantages. Still, getting the event is always a potential loss, just like there are events that are free gains... I know vanilla normal does not do that but the idea was just too nice... :D

For current development: slowriderxchorps has rendered some quick help with spell-checking. Further some of the encased system ships now have finally been implemented. They seem to work without problems so far. Don't know what went wrong last time...

Image

Some things that are considered to further extend CE:
--> Randomized Mini-bosses (probably three variants for each faction) whose whereabouts are pointed out at the starting beacon of some sectors. Can only be encountered about two to three times in a play-through. Engaging them would be optional.
--> More sector types? At last two more concepts are out there...
--> Some custom enemies that make use of the encased system concept in logical ways. The main idea involved auto fighter squadrons that are remotely piloted by distant carrier ships. This could be implemented much nicer if engaging multiple ships on one beacon after each other would be possible. :roll:

And thanks for all your votes in the top ten FTL mods thread! Glad you like it.
jollyolly
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Joined: Sun Sep 22, 2013 4:51 am

Re: FTL Captain's Edition 1.055e

Postby jollyolly » Mon Sep 30, 2013 10:38 pm

Sleeper Service wrote:
jollyolly wrote:you can actually change this to <crewMember amount="-1" class="traitor"/> and it will take a random crew member and spawn him as an enemy keeping the same name, sex, race and without using the teleporter animation.


Seriously? That's great, Ill try that! I thought I remembered the vanilla game does replace your crew with a human in the pseudo Zombi infection event as well. I'll have to check that out.

jollyolly wrote:i've got about 5 or 6 events so far. one of them is a working casino station with three games and a quest. its probably the best one i've made imo but i think the others are pretty good too. i was hoping you might want to add them to your mod. if you have any interest in taking a look at what i've got done so far let me know and i'll post them.


Sure, maybe PM them so they don't become potential spoilers.


i would but it won't let me. don't think i've posted enough to be able to. heres a link to download the .ftl file with everything packed inside.

http://www23.zippyshare.com/v/90185486/file.html

i've written below your events in events.xml from version 1055e, mainly because i started out not really knowing what i was doing and was using it as a reference :D the only thing i didn't do was figure out where they should go. right now they all just show up in the first sector and i only did this for testing purposes. i also took the unique tags off the ones that had it in case you just wanted to patch in the ftl file to test them out.
Zandorum
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Joined: Sun Sep 22, 2013 10:19 am

Re: FTL Captain's Edition 1.056

Postby Zandorum » Mon Sep 30, 2013 11:11 pm

When you lowered the Auto-Harbor Health I think you made a Mistake, Its high health made it a worthy opponent not game-breakingly hard just a challenge; If you know how to play its fun to take down although if the rebels are on your ass and you get into a fight with it you have a good chance of dieing to rebels.
aaaaaa50
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Re: FTL Captain's Edition 1.056

Postby aaaaaa50 » Tue Oct 01, 2013 12:18 am

Sleeper Service wrote:Image


Why does the station have engines, but no piloting?

I like the idea of mini-bosses, but it really depends on how you balance them. Lots of the fun of FTL is that you never know if the next ship you meet will be a challenge to fight or something to run from, but if mini-bosses are too powerful they may only be encounters to avoid unless you're lucky enough to be ahead of the power curve. Still, no reason no to try them, so good luck!

Also, random idea: Why not give some stations cloaking? 60% evasion and some down-time to repair systems and arm weapons would be great for an extra tough station.
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CrashSanders
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Re: FTL Captain's Edition 1.056

Postby CrashSanders » Tue Oct 01, 2013 2:26 am

Just met Bounty Hunters. That was pretty painful.

P.S.: Now this is just crazy: http://i.imgur.com/Ng8IofY.jpg Pay attention to Zoltan Shield health.

P.P.S.: This is just UI bug though. No actual effect.
Image
Vexov
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Re: FTL Captain's Edition 1.056

Postby Vexov » Tue Oct 01, 2013 3:33 am

Ripped apart by a Auto drone Harbor ship. Its drone kept hitting me with some sort of quad/tri rockets, which my drone wouldn't intercept... all in 1st sector.
Nider_01
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Re: FTL Captain's Edition 1.056

Postby Nider_01 » Tue Oct 01, 2013 11:28 am

I see pirate sector that was called ''Dark WorKds''. Is this correct?
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Sleeper Service
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Re: FTL Captain's Edition 1.056

Postby Sleeper Service » Tue Oct 01, 2013 12:03 pm

Vexov wrote:Ripped apart by a Auto drone Harbor ship. Its drone kept hitting me with some sort of quad/tri rockets, which my drone wouldn't intercept... all in 1st sector.


Yeah Auto Harbor is still beeing balanced. Missile drones will probably be removed from the auto drone list.

aaaaaa50 wrote:
Sleeper Service wrote:Image


Why does the station have engines, but no piloting?

[...]

Also, random idea: Why not give some stations cloaking? 60% evasion and some down-time to repair systems and arm weapons would be great for an extra tough station.


The engine is purely there for lore. As we all know Zoltan Shields can only be powered up by an FTL engine discharge. ;)

There are a few stations out there that can cloak. You will probably encounter them sooner or later.
Nider_01
Posts: 80
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Re: FTL Captain's Edition 1.056

Postby Nider_01 » Tue Oct 01, 2013 12:52 pm

Can you add some events which use unique ship arguments (like repair gel, med-bots)