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

Distribute and discuss mods that are functional. Moderator - Grognak
DragonMaster2962
Posts: 64
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Re: FTL Captain's Edition 1.096b

Postby DragonMaster2962 » Thu Feb 06, 2014 6:37 pm

could it be possible to get a complete list of augments and what they do
Mr. Mister
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Re: FTL Captain's Edition 1.096b

Postby Mr. Mister » Thu Feb 06, 2014 9:57 pm

You know what could be fun, even if it defied your philosophy? Making Pirate Sectors' entry beacons have a small chance of having a fight against an ambush party.

Cm'on, pirates would TOTALLY do that.
spudcosmic
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Re: FTL Captain's Edition 1.096b

Postby spudcosmic » Fri Feb 07, 2014 3:34 am

Hey, I just had a little idea when playing the zoltan ship just now. You know how in the asteroid field event where you get the crystal pod there is a blue option for obtaining the pod with the rock plating? What if the zoltan shield provided a similar blue event where you use the zoltan shield to absorb most of the impacts. It would give you a much greater chance of obtaining the pod, but there would still be the chance of failure where "There are too many asteroids and they overload the zoltan shield". It think that is pretty balanced and it makes sense.

Now, I also have a slightly overpowered idea that goes with that. What if there was an engineering event that requires both the zoltan shield and the stasis pod. I'm not sure if it's possible to have an option require two different things, but a workaround might be where the engineering first asks if you would like to run an analysis on the pod (needs stasis pod), which would take time, then it would have another blue event for the zoltan shield. If you don't have one it would just say that your crew has no idea what the pod could be. If you do have the zoltan shield, your crew would be able to find a way to activate the pod, much like the zoltan research facility event. I'm not sure that's possible either, because if I recall you said it was hardcoded, but I'm just throwing it out there.

Now, I also want to ask you real quick, what direction do you plan on taking the mod now? Also considering Advanced edition update is coming out soon, it will probably add alot of different possibilities for captain's edition.
CaptRavo
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Re: FTL Captain's Edition 1.096b

Postby CaptRavo » Fri Feb 07, 2014 5:32 am

This mod is harsh.
abyssion425
Posts: 22
Joined: Mon Aug 26, 2013 2:21 am

Re: FTL Captain's Edition 1.096b

Postby abyssion425 » Fri Feb 07, 2014 7:13 am

I blame charlie ;)

i'll have to say it's a learning process but low fuel is dangerous in sectors like this.
ikeelyou300
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Re: FTL Captain's Edition 1.096b

Postby ikeelyou300 » Fri Feb 07, 2014 9:37 am

That's a very interesting predicament you're in there with the Radiation field. Would like to say there should be a way out of that without fuel, but when I think about it the only way you could get out of there is if you jumped because the radiation would kill you in minutes. One question though... Does having a level 3 Life Support System protect from the radiation in that zone? Because if it does then you can't die with honor in that situation, you'd have to quit which sucks.


I like what spud cosmic was talking about with the Zoltans and the Crystal pod. Personally though I think it should just be that if you happen upon the Stasis Pod your Zoltans can reactivate it if you are playing as a Zoltans ship. It just kind of makes sense. Also, I think of the Zoltans as a very old and wise race. I believe they knew and interacted with the Crystal race a long time before they split from the Rock. That is why I believe they know how to activate the pod.
Mr. Mister
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Re: FTL Captain's Edition 1.096b

Postby Mr. Mister » Fri Feb 07, 2014 10:32 am

Nah, I dkn+'t think so. IMHO, the Crystal quest should stay at 3 steps to get to the secret sector. The good thing is that since the first two steps arenconnected via a blue option and not a quest, you can have multiple and different events acting as such without complicating the quest too much in the xml.

So letting you bypass an encounter is a no-no. Instead, you could extend the 100% asteroid check to, say, Titanium Casing (where you might still get hull damage but succeed anyway), good defense drones...

Oh and BTW: the vanilla Mantis camp quest: choosing the (missile weapon) option results in your missiles getting intercepted by their own anti-missile defense system, right? I don't know if you've done anything with that, but there should be a 50% succes option for swarm missiles, a 100% for cloaked missiles, and if you choose the normal Missile Weapon one, it should contain 100% options for the Chaff launcher and the Flare drone.
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Estel
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Re: FTL Captain's Edition 1.096b

Postby Estel » Fri Feb 07, 2014 12:01 pm

I don't like the idea of boosting Zoltan's even more, by giving them buff in unlocking crystal event. With diplomacy and being artillery-proof, they're quite strong already.

/Estel
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Sleeper Service
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Re: FTL Captain's Edition 1.096b

Postby Sleeper Service » Fri Feb 07, 2014 12:25 pm

ikeelyou300 wrote:That's a very interesting predicament you're in there with the Radiation field. Would like to say there should be a way out of that without fuel, but when I think about it the only way you could get out of there is if you jumped because the radiation would kill you in minutes. One question though... Does having a level 3 Life Support System protect from the radiation in that zone? Because if it does then you can't die with honor in that situation, you'd have to quit which sucks.


abyssion425 wrote:i'll have to say it's a learning process but low fuel is dangerous in sectors like this.


Yep, exactly. Lvl 3 Life Support allows you to filter the Radiation, turning the placeholder station neutral and allowing you to wait. Having the crew die a horrible death in radiation zones if you jump there without fuel is intentional. Of course some of the crew could survive in the medbay. It's then up to you how long you allow your crew live on by constantly injecting themselves with radaway stuff. Its a little like getting a stalemate fight with your last fuel.

spudcosmic wrote:Now, I also want to ask you real quick, what direction do you plan on taking the mod now? Also considering Advanced edition update is coming out soon, it will probably add alot of different possibilities for captain's edition.


Where was that post again... ah there you go:

Sleeper Service wrote:CE is planned to fully support AE. It probably won't even support vanilla FTL any more in its post-AE incarnations. Transition will go as follows: The last CE version before AEs release will become the final CE version for vanilla FTL. I'll try to release a compatibility version for AE as fast as possible then, for those (probably few) who really want CE to be mixed into AE immediately. And later there probably will be versions of CE that make full use of AE new features, most likely by adding a bunch of new AE-like weapons at first.


Apart from that: I often thought I've ran out of feasible, appropriate ideas. But usually something new came up and turned into a new component or broad feature. I keep being surprised by FTL and what's possible with it. So you'll never know what might still happen. But yeah, Sector Extension vol. II was kind of the last big project and I often feel like pretty much every aspect of FTL has been modified already. I gained room to do some smaller stuff, which is often even more fun than writing flavour texts for entire sectors.


Stuff I currently consider to do at some point:

More engineering options - Should still only provide distinct upgrade paths for certain ships/ with certain augs
Some more wuests - specially for sectors that gained little so far; some concepts are already there
Pirate "Homeworlds" - the pirate sector gained some nice unique profile lately... might work after all
Even more hazards - Hazard that effects shields sounds good, also scrambler hazard that effects weapons and drones of both ships (Ion Field, Magnetic Anomaly?); these still need distinct visuals first

More weird, probably not going to happen:
FTL Infinite Loot Addon - An Addon not designed to be a serious part of the game. Would define a few dozen general loot attributes ("piercing", "long fuse", "surplus"...) and apply them to CEs weapons, by copying them and changing only a few values and descriptions. Would not include graphical changes, but could increase the amount of available weapons easily by several hundreds, giving FTL a loot centred feel. Would of course, to some extend, throw the balance out of the window. Not really considered... Believe it or not, I actually came up with that before G0ldunDrak0n suggested a Borderlands mod.

Legendary Tight Spread Heavy Scatter Laser Mark II
Sounds great, doesn’t it?
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.096b

Postby Mr. Mister » Fri Feb 07, 2014 12:46 pm

Pirate Homeworlds is not the right thing to think. Think of it more like Headquarters, even with Mafia instead of piraets, or even Cultists (because the pirate mark is not a skull: it's clearly Cthulhu).

As for the drone-negating hazard... if it weren't for system repair drones, I would vote for a windstorm of sorts.

If you want a LS-negating event for both parties outside the radioactive clouds, and one that wold also disable medbay below lv3, think Hazard Sector with both you and your enemy having jumped right into the neutrino blastwave of a nova. No amount of protection can protect from neutrino poisoning, period.

You can't partially damage enemy ships via events, can you?