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

Distribute and discuss mods that are functional. Moderator - Grognak
spudcosmic
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Re: FTL Captain's Edition 1.099

Postby spudcosmic » Sat Feb 08, 2014 11:15 pm

Another thing I found weird. While in an AI overrun sector, I noticed that all of the AIs could be reasoned with the zoltan ship even before combat, often times giving large rewards. I don't think that makes much sense coming from defective AIs that have blockaded a whole sector.

Edit* Turns out I didn't even bother to read the post directly above mine
Last edited by spudcosmic on Sat Feb 08, 2014 11:52 pm, edited 1 time in total.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sat Feb 08, 2014 11:24 pm

Another approach to the Heavy Ion Drone would be to keep its slow speed (or probaly lower it even more, if the int makes it possible), and give it 3 ion damage instead, so it can remove two shields, like the heavy fella it is, providing an altogether different niche than the other ion drones, which rely more on assisting your own ion weapons.
ikeelyou300
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Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Sat Feb 08, 2014 11:43 pm

:roll: I don't want to be obnoxious, but I would just like to hear your opinion Sleeper on some of the things I said in my previous post, because I typed a lot... Mainly about the radiation event in the Industrial Sector. Mr. Mister and I both think that the radiation event could use some improvement, regardless of the unlikely no fuel scenario.
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Sleeper Service
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Re: FTL Captain's Edition 1.098

Postby Sleeper Service » Sun Feb 09, 2014 12:43 am

Apart from the no fuel scenario I'm more or less happy with the Radiation. When deployed against you by radiation projector augments it serves as a neat cont down timer that is not to harsh but can still get you in trouble, also after the fight. During the hazard events, Radiation is kind of manageable, but might still get you in trouble due to synergies with surrounding events. I probably should mention again that this entire hazard was originally planed to be just a usual background hazard that plays a role during fights. This did not work out due to hard coded system reset upon exiting combat.

IMO Radiation in the hazard event should remain coherent with how It works with augments. Disabling the medbay feels a little harsh and out of place there. I will probably implement the crew-aboard-hidden-room solution for the out of fuel scenario at some point. Throwing some boarders into the mix also sounds fine and dandy to me.


ikeelyou300 wrote:
Sleeper Service wrote:It's impossible to change backgrounds mid event.


Are you %100 sure about that? You can create a hazard in the middle of an even as seen with the flagship. That kind of changes the background. I know it's not the same thing, but are you %100 sure?


Exactly, that's not the same thing. I definitely tried out a lot getting this to work when attempting to implement hyper space events at starting beacons. Feel free to test it again.
spudcosmic
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Re: FTL Captain's Edition 1.099

Postby spudcosmic » Sun Feb 09, 2014 1:27 am

My game crashed at a pirate sector, not sure what caused it, because it happened when I tried jumping away from the starting beacon.
ikeelyou300
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Re: FTL Captain's Edition 1.098

Postby ikeelyou300 » Sun Feb 09, 2014 2:21 am

Sleeper Service wrote:I definitely tried out a lot getting this to work when attempting to implement hyper space events at starting beacons.


Hyperspace events? Damn, that would have been nice. I'll trust you that changing backgrounds probably doesn't work. :sad:

Everything you said about the radiation event makes sense. I do think that throwing a couple boarders in would be nice just so you have something to do while the radiation slowly seeps into your ship. The event doesn't really require a ship battle, though I thought systems didn't reset "automatically" upon leaving combat? Turning the medbay off isn't really required either, although it would make this event particularly nasty because there is that thing you can do where you walk your crew back and forth through the medbay to make it heal more than 2-3 people. I did that during the AI terminator/assassin event... Don't feel one bit guilty... :ugeek:

On another note I FINALLY got to play a full run today and wow, you've made a lot of improvements, I like it a lot!!!
The little things... like that pirate toll event and the arms dealer with the special weapons make this mod so unique from the original game. Thank you so much for your hard work and dedication. :mrgreen: :mrgreen: :mrgreen:


Now with the nitpicky stuff, sorry... :roll: There isn't much to complain about, but for the surrender options I don't think that betraying the enemy should be the first choice, and I don't think offering surrender should be the first choice for the player either. For the enemy surrender option honoring their surrender should be the first choice just to be easy on the mind as it should probably be the most common choice. Then when you betray the enemy you have to actually think about it, because it takes sooooooo much effort to move the mouse down half an inch, you know. And when fighting enemy ships fighting them is the option people will choose %95+ of the time so it too should be the first choice rather than surrender. Lastly, I don't use the hotkeys much, but I know a lot of people due, and let's players definitely do. I've seen a couple get mad when the first option was different than something they wanted to pick because their used to just pressing "1" for "yes I want to fight the ship shut up already."

I sincerely apologize for this nitpick, but it was something I just found a little strange. I do LOVE the surrender options so don't take that the wrong way. You should be glad when people complain about simple things, because I'm seeing the the spelling error posts and we've gone from massive grammatical errors to, should there be a hyphen between "on board" or not, which I wouldn't know for the life of me or car about unless I was an English professor.


Another less nitpicky request would be a couple small changes to the empty becon options. Now that there are so many I think we should be able to examine all of them before we're forced to leave. What i mean is for example the new engineering options are enticing and interesting to check out because we wont know what our options are until after we check, but if we don't want or can't afford these options our only choice is to change our mind "and move on." But it would be nice if instead we could go and do something like talk to our crew. Also for the crew conversation options we can "tab" over to get to our crew like the Zoltan and Crystal, but we can't go back and talk to our other crew after doing this. it should be possible to go back to the "main menu" of the empty beacon options any time you choose "Change your mind" by calling the event over again from that option. I'm petty sure... This would be especially nice for new players of the mod who haven't memorized all the options yet.

Sorry for the long post again. :oops: I have to make up for lost time. I'll shut up now.
ikeelyou300
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Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Sun Feb 09, 2014 4:17 am

I lied... :| :roll: :oops:

@slowriderxcorps Is the FTL Remastered UI part of the sMPK now?

So sorry Sleeper and everyone for the double post, but this is kind of a whole separate topic and I have a lot to say, I'm not on drugs I swear.

I was just examining some of the new engineering options and I had a few ideas.
I mean we have to give you "something" to do before the AE comes out right?
Anyway...

For the Engi Med-Bot Dispersal option I think the healing bomb you receive should be more expensive and also unique. It should be an Engi nanobot bomb that can only be engineered only if you have Engi Med-Bot dispersal and give you all the same blue options as the Engi Med-Bot dispersal augment. It should serve to make the augment itself obsolete. Perhaps it could be like the cluster bomb, but not cost missiles? Perhaps this in itself could be upgraded again to damage enemy crew also? OR you could engineer a standard nanobot repair bomb that heals the ship.

An Engineering option for Mantis Pheromones could be a Mantis Pheromone Bomb, of sorts, also. Perhaps it could work similar to the Anti-Bio Bomb and it essentially overdoses the enemy crew with Mantis Pheromones which make them even more weaker than the hapless meat-sacks they already were. It could explode into a green cloud. Alternatively it could heal your own crew slighty. OR maybe it could heal your crew and damage enemy crew I'm not sure how that would work though. Would be really good for an all boarding ship.

For the Rock Ship it would be REALLY awesome if you could engineer a Reinforced Ram for your ship. Notice i say Reinforced because you can already Ram enemy ships, you know that one event with the Mantis... This augment could allow you to damage each ship you encounter a certain amount. Of course this would have to be implemented for every encounter...

Also, some of the Combat Augs could get upgraded versions that are more reliable? Maybe? Which could be accomplished by nerfing the original ones and making the new ones slightly better than the originals.

I also think it would be very interesting to have some Engineering Options that require more than one weapon/augment to work. A simple example would be the Mapping Computer. If you have Long-Range Scanners and you acquire a Drone Control system you could implement it into your Drone system to allow control of sector mapping drones and this Engineering option could be cheaper than engineering a Sector Scanner.
---Combine this with what I was talking about earlier allowing you to Change your mind so you can check what you would need and then go do something else.

For the Slug ship I think there should be an option to create an augment that allows your sensors to remain fully functional even in the nebula. Perhaps for this option you would need the recon drone and level 3 upgraded sensors. This again would require you to re-implement all of the sensor clear effects you just unimplemented from all the nebula events...

I think the Crystal Ship should be able to Engineer another Crystal Vengeance augment. Shouldn't be too hard because the Crystal weapons, ship, and everything seem to all be organically grown. This way you could really have a Retaliation ship. And I still think it would be a good idea to just take the Repair Arm augment from Vanilla and turn it into a Regenerative Crystals Augment that repairs the ship, but for no scrap loss. The Repair Arm augment has really been made obsolete by the Hull Repair Kit augment added in CE.

Almost lastly, I don't think Titanium System Casing and Rock Plating should be so expensive (90 scrap!!). i mean they're awesome augments, but they're not THAT good. Maybe if they were buffed a bit. In the alternative I do think that most if not all of the engineering options warrant a Rebel fleet speed up because it would take a while to install a whole new layer of Rock Plating or construct a drone from scratch... Or figure out how to build and then actually build a nuclear reactor..........

And actually lastly, the weird one that I'm sure wont be implemented simply because it would mess up the UI, but I'm going to say it anyway, cuz lol. :roll: (First, check out the Advanced Battle Systems mod)
If you have fully upgraded shields, a Zoltan Shield, (and maybe fully upgraded engines also?) it would be simply awesome if you could get an extra shield bubble or two that would allow you to partially regenerate your Zoltan Shield late game. This would block missiles because they only pierce 4 shields. (Well actually they all pierce 5, but that can be changed, with effort...) The way this one would have to work is level 10-12 shields would have to be implemented and given a ridiculous scrap cost so they cant be acquired naturally (999 scrap per lvl). Then when the engineering event was done it would cost a normal "high" amount of scrap but would give you just enough scrap to acquire the upgrade.
Similar things could be done for the Mantis ship allowing it to get a level 4 teleporter with an instant cooldown, maybe. Or the Engi ship allowing it to get higher drone power (10-12) (drone reactor booster+Medbot Dispersal/Bomb+other things). Or other ships allowing them to get more weapons power (10-12) (a series of Augments? Including Internal Generator?) Or the Stealth ship allowing it to get 20-25 seconds of cloak.

Again, these are the out there ones so now that I've said that you can point and laugh at me if you want... :lol: :cry:
In the event you don't just want to laugh at me just tell me what you think about all of the "non-crazy" ideas.

Again, not on drugs. I'd just like to hear everyone's opinions. Thank you for reading if you did. Shutting up for real now... For a while... Bye...
Last edited by ikeelyou300 on Sun Feb 09, 2014 6:54 am, edited 2 times in total.
The Captain
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Re: FTL Captain's Edition 1.099

Postby The Captain » Sun Feb 09, 2014 6:27 am

I don't get it. As if boarding with Mantises weren't overpowered enough, let's make it super duper overpowered and give them an extra level of teleporter. :roll:

While I'd like to see level 9 in weapons control, the point of having a cap of 8 is that you have to work within the limit, not just keep adding weapons as long as you have enough scrap. If your weapons take more than 8 power altogether, you have to figure out how to juggle them, or decide what to sell and what to pick up so you can get down to 8.


'Your Rockman just wants to emphasis* that it will be loyal to you and "smash the face"** of any alien that threatens the ship.' - 1) emphasize; 2) why is this in quotes? I don't see a need for them.

"During the conversation, the Rockman explains that it would never have been able to get a position as good as on your ship* in its home system because of its cast** and low upbringing." - 1) sounds awkward to me; how about "as good as this one"?; 2) caste.

'The ship's computer rates the Rock vessel as "a significant threat"*.' - period inside quote, except I don't see the need for these quotes in the first place.
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Sun Feb 09, 2014 6:52 am

Yeah you're right that's why I said those were the crazy ideas...

BUT it would be interesting to have a ship that had a trade off. Obviously not in normal CE, but just in general. Like an Engi ship with no weapons, but 12 drone power and 4-6 drone slots. Or a Mantis ship with a level 4 teleported and no weapons. Or a stealth ship incapable of getting shields, but with a 20-25 second cloak. The 5-6 Zoltan Shield is already a trade off because it would use up 12 power bars, nearly half the maximum power.
Nider_01
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Re: FTL Captain's Edition 1.099

Postby Nider_01 » Sun Feb 09, 2014 7:08 am

Fire focus beam tooltip isn't correct. It says that beam can pierce 2 shields when weapon can pierce 3 of them