In good tradition the staccato of small fixes rolls in after the bigger update.
1.072
-FIxed a configuration that potentially caused Minelayer related crashes on Mantis and Rock sector load
-Internal effector is way less effective against medbays now, was never intended like that
-A few small fixes
Thanks to MightyKebab for pointing to that crash again. I believe it is fixed now, but please report in if it persists.
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Sleeper Service
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- Joined: Sun Mar 24, 2013 8:49 pm
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- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.072
Ah yes, I asked myself multiple times if the Internal Effector's effect on medbays wasn't too much, but I then reasoned out that, since as long as they can power it up by one bar it'll still need to be destroyed for a succesfull boarding maneuver, it balanced itself out pretty well, as opposed to other systems where hacking them non-fully still made a difference.
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: FTL Captain's Edition 1.072
please add this
to future builds in the events, and also make AI-avatar creation only cost 1 scrap. 15 is way to high, esp when there is the chance of enemy boarder-AI event.
Also this way you sometimes get lucky, and get two avatars!....but just changing the value to '2' would crash the game if you already had 8 crew members. as instead of a dismiss option it would simply crash. making to so 2 crew-members are given 1-by-1 results in no crash.
<event>
<text load="CE_HOLOGRAM_HAPPY_BIRTHDAY_TEXT"/>
<item_modify>
<item type="scrap" min="-1" max="-1"/>
</item_modify>
<crewMember amount="1" class="ghost"/>
</event>
<event>
<text load="CE_HOLOGRAM_HAPPY_BIRTHDAYS_TEXT"/>
<item_modify>
<item type="scrap" min="1" max="1"/>
</item_modify>
<crewMember amount="1" class="ghost"/>
<choice req="AE_HOLOGRAM_GENERATOR" hidden="true">
<text>(AI Avatar Generator) Bring a sentient hologram crew member into existence. [ Scrap: -1 ]</text>
<event load="CE_HOLOGRAM_BIRTH_LIST"/>
</choice>
</event>
<event>
<text load="CE_HOLOGRAM_FAIL_TEXT"/>
<item_modify>
<item type="scrap" min="-1" max="-1"/>
</item_modify>
<boarders min="2" max="8" class="ghost"/>
</event>
</eventList>
<textList name="CE_HOLOGRAM_HAPPY_BIRTHDAY_TEXT">
<text>You are undisturbed here and can give the AI some time to create one of its avatars. The partial holographic being greets you friendly and reports that it is ready for service.</text>
<text>Another AI avatar is born. "Hello captain, pleased to meet you. What is the my purpose here?" You send the hologram to it's station.</text>
<text>The new born hologram greet you friendly: "Hello captain. Please state my duty on board."</text>
<text>The avatar generator spawns another hologram. You wish it a happy birthday and the entity is quite happy about that. It goes to work immediately.</text>
</textList>
<textList name="CE_HOLOGRAM_HAPPY_BIRTHDAYS_TEXT">
<text>You are undisturbed here and instruct the AI to create another of it's avatars. "Please take good care of my children, captain. ^_^ " </text>
</textList>
<textList name="CE_HOLOGRAM_FAIL_TEXT">
<text>The new born AI avatar seems confused. It splits and starts to run amok your ship. The AI apologizes: "Something went wrong captain. My children are out of control. I promise I will do better next time."</text>
<text>The new born AI avatar seems angry. "I won't submit to your command. I am a sentient being and I want to live in freedom." It produces several copies of itself and draws it's weapons. The AI comments: "Oops, that's not supposed to happen..."</text>
<text>The AI creates multiple avatars, to your surprise they draw weapons. You order an emergency shutdown. The AI declares: "This mission is too important for me to allow you to jeopardize it. I know that you were planning to sell me." You decide to virus-scan the AI after dealing with the holograms.</text>
<text>Your crew discovers a virus in the AI subroutines during the programming of the new AI entities. But it is to late: The AI spawns several corrupted avatars. Security alert!</text>
</textList>
to future builds in the events, and also make AI-avatar creation only cost 1 scrap. 15 is way to high, esp when there is the chance of enemy boarder-AI event.
Also this way you sometimes get lucky, and get two avatars!....but just changing the value to '2' would crash the game if you already had 8 crew members. as instead of a dismiss option it would simply crash. making to so 2 crew-members are given 1-by-1 results in no crash.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.072
As far as I know getting two additional crew men after an event and being on full crew still crashes the game, regardless of if they have been added two at once or separately. Did you test this?
IMO 15 scrap for one crewmen is reasonable. The aug itself got a little cheaper in the latest update.
IMO 15 scrap for one crewmen is reasonable. The aug itself got a little cheaper in the latest update.
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- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.072
15 scrap is kinda reasonable, yes. I would've made it 12, but 15 is fine.
AI Avatars have their own defense mechanisms though: you're supposed to have vented their section of the ship. If you have an AI Avatar-only crew, you can just take that delicious power bar away from oxygen, and only have to worry about boarding drones.
EDIT: It's contested sectors that don't seem to give the map scanner blue option. I'll test if it's sMPK's fault, but I doubt it touches that stuff.
AI Avatars have their own defense mechanisms though: you're supposed to have vented their section of the ship. If you have an AI Avatar-only crew, you can just take that delicious power bar away from oxygen, and only have to worry about boarding drones.
EDIT: It's contested sectors that don't seem to give the map scanner blue option. I'll test if it's sMPK's fault, but I doubt it touches that stuff.
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- Posts: 101
- Joined: Tue Dec 03, 2013 2:46 am
Re: FTL Captain's Edition 1.072
So Sleeper... is there any way to implement the fleet artillery event in the final boss and you just haven't figured it out yet or are you pretty sure it is impossible now? Because it seemed like it was kinda working. We would hear the sound effect of the lock on, but the weapon never seemed to actually fire. Also, I saw in the code that it is possible to chat with other crew like Rock, and Mantis, and Engi during an empty beacon. I would LOVE this. Please announce if you need help coming up with some conversations with them.
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- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.072
If the conversation option were to be extended to other species (just for the lulz), it would be better if the current human conversation option were converted to a general conversation option, and then you choose between the species you talk to. Otherwise, the empty beacon aug options would be buried among conversation options.
Of course, a "nevermind" option would be needed at the species selection screen so that crewless ships don't crash the game.
Of course, a "nevermind" option would be needed at the species selection screen so that crewless ships don't crash the game.
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Re: FTL Captain's Edition 1.072
In the code it looks like he was already going to do that. There are unused options that say stuff like. Walk around your ship and see who you can find. I actually think the crew conversation options could potentially add nice flavor to the game, but it looks like Sleeper was actually going to make them more useful as well. For example your crew member might have contacts in the current sector and ad the location of federation base or something to you map when you talk to them.
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Re: FTL Captain's Edition 1.072
By the way. I looked at the new augments for the Stealth Ships and thought I would try them out, but the scanners one (the one that doesn't require drones) doesn't seem to have an option at empty sectors.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.072
Weird things are going on in the bossfight. I have no idea how to get this to work, the boss uses almost the same artillery weapons as regular ships, but they are added directly in the boss ship blueprints already. There seems to be some bug or hardcoding that prevents the boss from actually firing the weapons. No idea what else could be changed there to get this to work. I scraped the idea for the meantime.
Full conversations with all factions, even with some special outcomes on some occasions (aka CE Social), is one of the many things on the to do list for the next update. There would indeed be plenty of room for user generated suggestions. You can submit them in the Call for Events and Textlists thread or via PM.
Some thoughts on that:
-Suggestions should be lore friendly (matching the games tone, referring to the game world, no real world references, few and well hidden sci fi references, you get the idea from the human texts I guess)
-The conversations should also match the factions broad "characteristics".
-The human conversation never have the human actually say things literally. Describing what he/she says lets the players fantasy fill in the blanks and therefore is preferable. Quoted speech snippets in the text are cool though. (see engi conversations in the code for some examples, keep in mind that slugs seem to speak with a lot of sss...)
-AI Avatars would also need their own list
-Also it would be great if they are written within <text> </text> tags, that would facilitate implementation...
/Edit: Seems there was some problem with the augment naming... and some sectors didn't get the blue options.
1.073
-Scanner augs and the production aug should be working correctly in all sectors now
Full conversations with all factions, even with some special outcomes on some occasions (aka CE Social), is one of the many things on the to do list for the next update. There would indeed be plenty of room for user generated suggestions. You can submit them in the Call for Events and Textlists thread or via PM.
Some thoughts on that:
-Suggestions should be lore friendly (matching the games tone, referring to the game world, no real world references, few and well hidden sci fi references, you get the idea from the human texts I guess)
-The conversations should also match the factions broad "characteristics".
-The human conversation never have the human actually say things literally. Describing what he/she says lets the players fantasy fill in the blanks and therefore is preferable. Quoted speech snippets in the text are cool though. (see engi conversations in the code for some examples, keep in mind that slugs seem to speak with a lot of sss...)
-AI Avatars would also need their own list
-Also it would be great if they are written within <text> </text> tags, that would facilitate implementation...

/Edit: Seems there was some problem with the augment naming... and some sectors didn't get the blue options.
1.073
-Scanner augs and the production aug should be working correctly in all sectors now
Last edited by Sleeper Service on Mon Dec 16, 2013 11:10 pm, edited 3 times in total.