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

Distribute and discuss mods that are functional. Moderator - Grognak
Delphi
Posts: 33
Joined: Sat Nov 02, 2013 3:30 pm

Re: FTL Captain's Edition 1.095b

Postby Delphi » Mon Feb 03, 2014 3:37 pm

I think I ran into a small bug with the engineering system. I bought a scrap recovery arm at a shop, and on an empty beacon I got the option to build another arm, which was described as scrap recovery in the flavour text. But after choosing this option I ended up with a shield charge booster instead. I guess the outcome for this event just gives the player the wrong aug. This was on 1.095 though, perhaps it´s already fixed in 1.095b. I will try this asap :)
Delphi
Posts: 33
Joined: Sat Nov 02, 2013 3:30 pm

Re: FTL Captain's Edition 1.095b

Postby Delphi » Mon Feb 03, 2014 8:19 pm

Oh by the way: Is there anything that can be done to make nebula exit beacons less of a waste of an opportunity? :)
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Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.095b

Postby Estel » Mon Feb 03, 2014 8:42 pm

Kartoffelr wrote:What is a "Testrel"?


It is a purposely super-OP ship (based on Kestrel) that Sleeper use for testing purposes. From time to time, it "sneaks" out and goes to trip into released version of CE&friends. Until Sleepy catches him and banish into testing plane, again.

/Estel
Kartoffelr

Re: FTL Captain's Edition 1.095b

Postby Kartoffelr » Mon Feb 03, 2014 8:48 pm

Estel wrote:
Kartoffelr wrote:What is a "Testrel"?


It is a purposely super-OP ship (based on Kestrel) that Sleeper use for testing purposes. From time to time, it "sneaks" out and goes to trip into released version of CE&friends. Until Sleepy catches him and banish into testing plane, again.

/Estel

I still have the 1.095 version but i can't find this ship :(
Acceleratio
Posts: 27
Joined: Sun Jan 26, 2014 6:36 pm

Re: FTL Captain's Edition 1.095b

Postby Acceleratio » Mon Feb 03, 2014 10:22 pm

Delphi wrote:Oh by the way: Is there anything that can be done to make nebula exit beacons less of a waste of an opportunity? :)


Oh yes! That would be lovely! I heard that was fixed in another mod already
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.095b

Postby Sleeper Service » Mon Feb 03, 2014 10:42 pm

Delphi wrote:Oh by the way: Is there anything that can be done to make nebula exit beacons less of a waste of an opportunity? :)


There certainly is, but there is also a developer comment in the files that says calling a list from this event resulted in some odd behaviour. So I did not try messing around with it so far. Might still happen.

Kartoffelr wrote:I still have the 1.095 version but i can't find this ship :(


Player ship addon will override the ship. You wouldn't have had much fun I'd assume, I think it had a pretty odd load-out equipped.


More engineering options. Engi A and B now also have some from the start. The Improved Internal AI (aka Drone Reactor Booster) provides some pretty broad drone construction options. Even other ships might consider getting it from time to time now, boosted System Repair Drones can be really handy. Some other augments provide new options as well now.

1.095c
- A few enemies can deploy Recon Drones now, purely for flavour
- Scrap Arm engineering option has the crew produce what they are told now
- New engineering options added
- Drone Reactor Booster renamed to "Improved Internal AI", for coherency reasons
- Pharmaceuticals no longer sell good in civilian sectors
- Player Ship Addon updated
The Captain
Posts: 390
Joined: Thu Mar 28, 2013 1:44 am

Re: FTL Captain's Edition 1.095c

Postby The Captain » Mon Feb 03, 2014 11:34 pm

Dang, I can't keep up with these updates! :o

And thick and fast they came at last,
And more, and more, and more
doomeater54
Posts: 15
Joined: Wed Oct 17, 2012 1:02 am

Re: FTL Captain's Edition 1.095b

Postby doomeater54 » Tue Feb 04, 2014 12:39 am

Sleeper Service wrote:Player ship addon will override the ship. You wouldn't have had much fun I'd assume, I think it had a pretty odd load-out equipped.

that's odd I have the most recent player ship addon installed but I still have that ship. was very strange seeing it for the first time.
so why is it still there if I have the addon installed?
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.095d

Postby Sleeper Service » Tue Feb 04, 2014 1:31 am

I will be there if you load the player ship addon before CE. I also managed to forget removing it once more right away. :D This time with dysfunctional shield projectors...


1.095d
- Dammit Testrel, leave us alone!
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.095d

Postby Mr. Mister » Tue Feb 04, 2014 7:32 am

Scout Drones, eh? Why not give some to the 1st stage Flagship, just so the drone system doesn't sit around doing nothin'?

And while we're at it, you could try to standarise its engine power across all three stages, but disabling the necessary bars on the first and maybe second stage. Just for flavour reasons, again.