Stealth b is now even worst after the patch in fact, now the 2nd augment is invisible. In case it can help, I use those mods in this order:
Alpha - Base Game 1.03.3
Better Planets and Backgrounds_v1.3.1
Bulk - The sM Polish Kit 1.024
FTL Captains Edition 1.089
Captain's Edition for Player Ships Addon 1.082
Patch - The sMPK for CE 1.089
Patch - CE Player Ships 1.089
ExpandedEnemyWindow_1.1
Not sure if the 1st augment work too, I don't really understand its tooltip, I guess it's, if I'm near a sun with no hostile ship, I'm supposed to be immune to solar flares I don't know, doesn't do that for asteroïds at least.
sM Polish Kit: Insurrection v1.6 [CE Support + Modules]
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- Sleeper Service
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and
Oh well, there is some messup at CE side as well. I'll update the player ship add-on shortly...
- slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and
The custom CE Player Ships addon was updated on this side as well. I apologise for the delay.. today was not a kind one. Tried to help a friend with an overheating problem that led to the purchase of a new CPU fan.. and the removal of the old fan required brute force. Which then promptly broke his £180 processor.
Morale isn't exactly up there, if you can tell.
Morale isn't exactly up there, if you can tell.
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and
Seems to be working fine now, thanks.
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and
I remember something very similar happening to one of my father's workmates. His processor overheated a bit, so he went and tried to disassemble the fan to clean it and oil it. When he asembled it again, the computer no longer worked.slowriderxcorps wrote:and the removal of the old fan required brute force. Which then promptly broke his £180 processor.
Turns out when he pulled the fan out, he took the processor with it.
- slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.024 (ft. Patch for CE 1.089 and
I've been holding steady for a moment on updating the main mod, since it'd seem there's some issues with CE going on currently. I'll get to it very soon, though. Right now, I've been busy manually making something with the additions made in the last update to FTL Remastered, as well as some changes to ship graphics.. partially funded by jabs at the ship during Twinge's Win-Streak stream thingy.
EDIT: Checked through and made the (minimal) amends needed for compatibility. The main mod and patch have been updated.

EDIT: Checked through and made the (minimal) amends needed for compatibility. The main mod and patch have been updated.

- slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.025 (ft. Patch for CE 1.09d and
I saw a post in the CE thread about the ineffectiveness of just the two Auto Laser I's on the Red-Tail CEPS variant, and took a good look at all the findings from it . As such, I've gone through the entire CEPS patch and, amongst finding some embarrassing mistakes, gone and re-tasked several of the ships with different loadouts.
The one thing I did see though which still concerns me at the moment was that of the random chance of the enemy lowering your weapons capability that neutered the dual Auto Laser starting loadout. While that should now no longer be as much of an issue as before, it's still relevant as StealthB carries no defense against it, and I'm.. not convinced that giving it a second weapon is a good idea. Would it perhaps be possible to create an augment that can be used to counter these random system hacks, or was it already implemented and I've not realized it?
The one thing I did see though which still concerns me at the moment was that of the random chance of the enemy lowering your weapons capability that neutered the dual Auto Laser starting loadout. While that should now no longer be as much of an issue as before, it's still relevant as StealthB carries no defense against it, and I'm.. not convinced that giving it a second weapon is a good idea. Would it perhaps be possible to create an augment that can be used to counter these random system hacks, or was it already implemented and I've not realized it?
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Re: [MOD]The sM Polish Kit 1.025 (ft. Patch for CE 1.09d and
It's only a single event that renders that useless, and even then only at the beggining. While it could be discussed wether it's ok to enable hacing events in the first sector, just leave it at the fact that the red tail should flee from that single event. Other ships gotta flee from other things, so it's not that bad (personally, the red tail is one of my CEPS favorites).
BTW, found a Rebel (non-auto) Assault with a lv1 doors control, at sector 8, in what must be being my playthrough with the most weapon variety ever (on easy, just to see how many things I could get). Except for the heavy ion II, which I bought (and I shouldn't, because that put me at 9 power for all weapons, I was stupid), I started with the Hull Beam and Scatter Burst MkI on Stealth A, and found the following:
Hull Crusher, Hull Laser MkII (at which point i had a full anti-hull energy loadout, shit was fun), an Ares, a Titan, a heavy Ion MkII, a Light Scatter Anti-Crew Laser MkIII, a Burst Laser MkII, a Fire Bomb MkIII, and an Ion Cluster Bomb... and that's not counting the drones.
BTW, found a Rebel (non-auto) Assault with a lv1 doors control, at sector 8, in what must be being my playthrough with the most weapon variety ever (on easy, just to see how many things I could get). Except for the heavy ion II, which I bought (and I shouldn't, because that put me at 9 power for all weapons, I was stupid), I started with the Hull Beam and Scatter Burst MkI on Stealth A, and found the following:
Hull Crusher, Hull Laser MkII (at which point i had a full anti-hull energy loadout, shit was fun), an Ares, a Titan, a heavy Ion MkII, a Light Scatter Anti-Crew Laser MkIII, a Burst Laser MkII, a Fire Bomb MkIII, and an Ion Cluster Bomb... and that's not counting the drones.
Last edited by Mr. Mister on Wed Jan 22, 2014 8:02 pm, edited 1 time in total.
- slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.025 (ft. Patch for CE 1.09d and
Thanks for that doors-up. Found two blueprints for ships that inexplicably have a Door Control strength of zero to one.. that made it completely slip by my blanket change to door control strengths. That has now been fixed.
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Re: [MOD]The sM Polish Kit 1.025 (ft. Patch for CE 1.09d and
Sooo, I've been thinking about the high-tier missiles.
I think you should try and reduce the Breach and Fire missiles' hull damage to 3, so that they are more note-worthy by their special effects rather than by doing four damage, and the only flat-out 4-damage missiles are the simple 4-damage one, the Ares battery (which has its pluses and minuses compared to the previous one), and the Titan swarm battery, which has its clears downs (and the Hull missile if shot against hull rooms).
Similarly, the cloaked burst missile should probably be nerfed to 3 projectyles per shot, so that it can have the same coolodwn as the now nerfed Breach and Pyro missiles. And c'mon, its weapon sprite totally looks like it holds only 3 missiles already.
EDIT: Also, the Minesweeper's image is set to de_drone_defense_heavy instead of de_drone_defense_ion.
EDIT: Also, update time. New weapon seems to be a Light Anti-Crew... Artillery? Laser, that or a Burst IV. And BTW; you could edit Light Laser Defense drones' descriptions to point out that, while slower at reloading, their faster projectyle speed means they will never fail to take down a missile when they fire at it, unlike the Laser Defense MkI.
I think you should try and reduce the Breach and Fire missiles' hull damage to 3, so that they are more note-worthy by their special effects rather than by doing four damage, and the only flat-out 4-damage missiles are the simple 4-damage one, the Ares battery (which has its pluses and minuses compared to the previous one), and the Titan swarm battery, which has its clears downs (and the Hull missile if shot against hull rooms).
Similarly, the cloaked burst missile should probably be nerfed to 3 projectyles per shot, so that it can have the same coolodwn as the now nerfed Breach and Pyro missiles. And c'mon, its weapon sprite totally looks like it holds only 3 missiles already.
EDIT: Also, the Minesweeper's image is set to de_drone_defense_heavy instead of de_drone_defense_ion.
EDIT: Also, update time. New weapon seems to be a Light Anti-Crew... Artillery? Laser, that or a Burst IV. And BTW; you could edit Light Laser Defense drones' descriptions to point out that, while slower at reloading, their faster projectyle speed means they will never fail to take down a missile when they fire at it, unlike the Laser Defense MkI.
Last edited by Mr. Mister on Thu Jan 23, 2014 4:57 pm, edited 2 times in total.