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

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The Captain
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Re: FTL Captain's Edition 1.065e

Post by The Captain »

Grrr. Actually experienced a crash to desktop upon beating the rebel (?) station with a thousand* rooms. (*Well, it's a whole lot.)

Re: Internal Generator text - Instead of "Allows to activate a second combat augment..." I would put "Allows activation of a second ..."
Mr. Mister
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Re: FTL Captain's Edition 1.065e

Post by Mr. Mister »

Crew is definitively overrated: I once completed a playthrough with CE and sMPK with its crewless Vortex and sold the AI Generator without generating a single AI, and didn't happen across any crew-gaining event.

It was so fun imagining what everyone who boarded me must have thought: "Our sensors didn't detect any life forms, we simply have to over-power the AP Drone and- OH GOD WHY IS THERE NO OXYGEN ON THIS SHIP".
Mr. Mister
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Re: FTL Captain's Edition 1.065e

Post by Mr. Mister »

PaladinGreco wrote:
ArmedKevin117 wrote:I keep seeing instances of [TYPE OF TEXT THAT SHOULD GO HERE] instead of event text. For example, on my last playthrough I got a teleport jammer, and a lot of the time that I used it it would just say something like [CE_TELEPORT_JAMMER_PREFIGHT_TEXT]. Is that a bug, or is it just a product of this not being "complete"?
That's a bug.
I remember some [CE_CONVERSATION_HUMAN]s.

Also, worth pointing out that that joke complete breaks that Fed Cruiser's achievement of 4 blue crew choices before sector 5.
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Sleeper Service
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Re: FTL Captain's Edition 1.065e

Post by Sleeper Service »

ArmedKevin117 wrote:I keep seeing instances of [TYPE OF TEXT THAT SHOULD GO HERE] instead of event text. For example, on my last playthrough I got a teleport jammer, and a lot of the time that I used it it would just say something like [CE_TELEPORT_JAMMER_PREFIGHT_TEXT]. Is that a bug, or is it just a product of this not being "complete"?
Uh can you specify in which events that happened? I'm fairly sure that textlist is correctly assigned, so the problem might be in your mod file. Maybe consider downloading the mod again and try reinstalling it.
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Mr. Mister
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Re: FTL Captain's Edition 1.065e

Post by Mr. Mister »

You know what would be cool? That one event with the satellite-defense-system gone haywire, where the non-blue option that gets you involved is shooting at it? What if, after trying that default option and failing ("Your volley didn't get through their defense system"), which is usually followed by "Theirs don't seem to have a problem with yours though", you got a blue "[Automatic Reloader] Quickly fire another volley before it retaliates"?

I don't remember any blue choice with the Automatic Reloader, and I just thought that it would fit as a second opportunity (without a guaranteed success) for these kinds of events.
aaaaaa50
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Re: FTL Captain's Edition 1.065e

Post by aaaaaa50 »

Mr. Mister wrote:Crew is definitively overrated: I once completed a playthrough with CE and sMPK with its crewless Vortex and sold the AI Generator without generating a single AI, and didn't happen across any crew-gaining event.

It was so fun imagining what everyone who boarded me must have thought: "Our sensors didn't detect any life forms, we simply have to over-power the AP Drone and- OH GOD WHY IS THERE NO OXYGEN ON THIS SHIP".
Unless you have slug repair gel, systems with breaches will not repair themselves in autoships. If your drone systems are broken and breached, then not only will your repairs slow to a crawl without any repair drones, you will have no way of repairing any systems with a breach in it. I've lost a few autoships that way. Strangely enough, there's only one autoship mod that actually includes slug gel: 5thHorseman's Automated Scout. Though unlike the crewless Vortex, it's a ship designed to be incapable of having crew at all.
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Sleeper Service
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Re: FTL Captain's Edition 1.066

Post by Sleeper Service »

More mod maintenance.

1.066
-Missile production reworked once more
-Cluster bomb descriptions clarified (don't know why they don't get a "shots" tag automatically...)
-Enemy fire bomb graphic fixed (?)
-Teleporter disruptor now has a chance to also disable lvl 3 teleporters
-Stray fleet event reward slightly randomized
-Hull weapons re-added to some enemy lists
-Bad text in Rebel station destroyed event split
-Scatter Laser impact sounds diversified
-Focusbeams now use some custom sounds that where cut from the vanilla game
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R4V3-0N
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Re: FTL Captain's Edition 1.065e

Post by R4V3-0N »

Mr. Mister wrote:You know what would be cool? That one event with the satellite-defense-system gone haywire, where the non-blue option that gets you involved is shooting at it? What if, after trying that default option and failing ("Your volley didn't get through their defense system"), which is usually followed by "Theirs don't seem to have a problem with yours though", you got a blue "[Automatic Reloader] Quickly fire another volley before it retaliates"?

I don't remember any blue choice with the Automatic Reloader, and I just thought that it would fit as a second opportunity (without a guaranteed success) for these kinds of events.
mainly because it depends on your weapon? :roll:

I don't think a Glaive Beam + Automatic Reloader will shoot fast enough. Or using mines (only?), they move slowly and can be pretty obvious, so the enemy might retaliate before you reload... even if you did, it ill move to slow, heck you might reload before your first volley hits xD

@ sleeper: Is it possible to have a separate weapon list for bombers? It's just sometimes odd/ annoying to see a bomber with 2 burst lasers, an ion, and a beam.

Same thing with minelayers if you add them?
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Sleeper Service
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Re: FTL Captain's Edition 1.065e

Post by Sleeper Service »

R4V3-0N wrote:
Mr. Mister wrote: @ sleeper: Is it possible to have a separate weapon list for bombers? It's just sometimes odd/ annoying to see a bomber with 2 burst lasers, an ion, and a beam.
Possible, but not exactly how FTL works. Randomness in enemy weapons makes up part of the challenge. Narrowing weapon choices down for classes takes something away in my opinion. Bomber class therefore does not imply that a ship uses bombs and missiles, it just lets you know that you face an allround ship which generally favours offence over defence.
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Re: FTL Captain's Edition 1.066

Post by R4V3-0N »

That is true, but then where is the fun off attacking a ship from a different class if they got the same weapons and got 2-6 more hull or higher shields? :P

I do not want to see the same chances of seeing a eg bomb on a bomber as seeing a bomb on the cruiser, or the scout, etc.

I kinda do wish to see an all out missile or bomb boat as an enemy.
I would say lasers but that does happen often enough for me. Just my last game I found a ship with 1 basic laser, 1 dual, and 2 burst laser III's.

Also you said there will be no race specific weapons eg having some kind of bomb that drops engi nano bots into the enemy ship doing high anti personal damage and moderate system damage eg or something that only engi's can have.

But is there any Captains edition weapon that is favoured by certain races?

Eg in vanilla...

Engi: heavy lasers, ions, beams (mini, halberd, glaive)
Mantis: burst, small bombs
rock: missiles
Federation: burst, missile (Artemis usually)
Slug: Fire beam, breach bombs, burst lasers (and anti bio technically)
Crsytal: crystal

etc. These are typically favoured by certain race but not excluded.

Are there any favoured CE weapons by any race?

(typically I picture mines on mantis perfectly (they need something to protect there breeding grounds and stuff like that, and mines can be used in mantis hands as a direct offensive weapon, 2 in 1) or engi's with heavy scatter or Nagnita.
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