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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Sleeper Service » Mon Feb 24, 2014 4:30 pm

I could, but I find it not very important to include an entire ship model just for that. The ship class clearly has no actual artillery system, everyone can see that in the system tab. Ha, maybe the treacherous militias actually want to mislead you!

Estel wrote:Also, are you planning to add at least equal variants of weapons that are *worse* than normal counterpart (like, "faulty laser" which leaks power, thus requiring more of it from generator, etc)? I'm a little nervous about making game easier by abundance of modified weapons unavailable to enemies (although, point about having enemy weapons predictable is good, unless, for example, we could implement that sensors lvl 3 "reveal" properties of enemy's weapon - which, I presume, isn't possible to mod).


There was a list of the tags a few pages ago, almost all attribute changes will have negative and positive variant prefixes. Weapons with positive prefixes will have a greater rarity and cost, while items with negative prefixes are actually less rare and also more cheap.
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Estel » Mon Feb 24, 2014 5:08 pm

Russian Rockman wrote:Also, i may be dreaming, but I got a ridiculous scrap reward from one event while doing this. Like 77 scrap.


Sound perfectly normal, you just got lucky with sector 8 prizes :) I liked to roam there as long as I can, to buff ship before fight with flagship (unless I had sub-standard power ship, in which case I have a long history of getting blown in sector 8 while desperately trying to find some decent weapon, that is).

Sleeper, thats nice to hear - sorry, I somehow missed the content of published prefixes. Can't wait to see it in action, too :) AIUI, you're planning to release Endless Loot first, then proceed with accepted changes to Infinite and/or bugfixing for base CE? At least until exponential system upgrade cost is introduced, I ceased deep space ventures. It's very interesting to see all those contested sectors and their surprising events (I managed to get some, that I never managed to encounter in regular playthroughs), but it gets too easy and little boring, too fast. I'm pretty sure fixes will... Well, fix it ;)

Before I forget - is there a way to make Curator quest an unique one? I had it twice during one run, and it was little anti-climatic to meet his drone again from scratch, after I was deemed so worthy explorer etc. And, more importantly, huuuuuge reward from 0-risk (albeit long) quest seemed a little unbalanced (one per run feels OK).

/Estel
aaaaaa50
Posts: 260
Joined: Thu Apr 11, 2013 9:08 pm

Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby aaaaaa50 » Mon Feb 24, 2014 5:10 pm

Time warping through the final battle! Reminds me of this silly idea for a player ship I had: Take the stage 3 flagship, beat it up a bunch, (and especially have the missile launcher room completely smashed,) then patch it over with crystals. It'd have one human (the gunner dude) and a crystal (doc) who are traveling back through time to destroy the flagship after a time paradox killed the kestrel during the final fight. Of course my art skills are crap, but Back to the Federation is totally the best total conversion mod in an alternate universe where I was actually able to make it.
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
The Captain
Posts: 390
Joined: Thu Mar 28, 2013 1:44 am

Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby The Captain » Mon Feb 24, 2014 5:53 pm

I wouldn't call the Curator quest zero risk. The first time I tried it, I had to run from the first ship (my weapons were crap) and couldn't complete it.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.102b [CE Infinite 1.002]

Postby Sleeper Service » Mon Feb 24, 2014 6:51 pm

Estel wrote:AIUI, you're planning to release Endless Loot first, then proceed with accepted changes to Infinite and/or bugfixing for base CE? At least until exponential system upgrade cost is introduced, I ceased deep space ventures. It's very interesting to see all those contested sectors and their surprising events (I managed to get some, that I never managed to encounter in regular playthroughs), but it gets too easy and little boring, too fast. I'm pretty sure fixes will... Well, fix it ;)


I actually think that Infinite is ultimately less interesting than normal FTL/CE. What ever you do, infinite sectors will always turn the game into grinding. Its just not that challenging in the end, as you already noticed. Especially on the long run. The original Infinite Space had the same problem.


CE Infinite 1.002
- Harsher, exponential upgrade cost growth
- Boss has faster weapon cooldowns in all phases
- Boss has no oxygen in phase three, immediately suffocating crew
- Boss has access to different drones in phase three now
- Boss backup drones system in phase three is encased now
- Crystal sectors are accessible now by finding an "Ancient Sector" (as rare as Rock Homeworlds) while having a Crystal crewmen aboard
- Ancient devices can no longer be found in deep space
- Fleet events on exit beacons force you to jump immediately and give you the regular deep space option now
- Removed a few event texts that appear odd in deep space
- Deep space start events have a good chance to spawn various boss-like hostile encounters now
- Quest rarity in deep space adjusted
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.102b [New Release: CE Infinite]

Postby Estel » Mon Feb 24, 2014 7:19 pm

The Captain wrote:I wouldn't call the Curator quest zero risk. The first time I tried it, I had to run from the first ship (my weapons were crap) and couldn't complete it.


Huh, I haven't had idea, that there are any fights - I've done this quest 2 dozens times or so, and always got only "event-text" things on quest beacons. Anyway, my point was that it seems to be unique quest, and encountering it few times during same playthrough is a little anti-climatic. No big deal, though, suggestion of minor importance.

Sleeper Service wrote:I actually think that Infinite is ultimately less interesting than normal FTL/CE. What ever you do, infinite sectors will always turn the game into grinding. Its just not that challenging in the end, as you already noticed. Especially on the long run. The original Infinite Space had the same problem.


I generally agree - although, with so harsh upgrade costs, it may be actually entertaining to get to sector 7 (or 8, if you (a)buse recent discoveries) normally, and start Deep Space from there - it would be "how long I can survive" type of run ;) I'm not sure if anyone could ever win such session (challenge, challenge!).

Meanwhile, few bugs against regular CE:

Tested version: FTL Captains Edition 1.102b.ftl Side note: kartoFlane's AutoCruiser.ftl used for this run.

1. Heavy Ion mark II or III (sorry, wasn't able to distinguish it in time, was too busy keeping myself alive ;) ) have chances to cause fires on room where it hits :shock: I double-checked that fire wasn't sneaking from any room around - also, it appeared in "corner", not near doors, exactly at the moment of Big Bad Ion Blast. Unless it is intended, as fire started by all those sparks of malfunctioning equipment? Well, one would suppose, that they have more strict fire-proof materials policy on those military ships :lol: (Severity: Medium)

2. There is this event where we meet automated drone, that offer done parts for fuel (take fuel, give drones). There is option to attack it which - rightly so - doesn't count as strict piracy and doesn't disturb crew. Sadly, it doesn't work, too - ship remains neutral after event text about attacking it, because it's just a drone and we need supplies. (Severity: Medium)

3. There is this special outcome of talking with Mantis, where he stares through viewport and recognizes this sector (I think I've reported something different about same event, earlier?), then allows to call for his clan's aid. If we choose to free slave, we're thrown instantly into event text used for accepting slaver's surrender, and random ship appears on target window. Last time, it was a super-heavy gunned rebel ship (!) without pirate markings, that scarred the hell out of me, for a split second. (Severity: Minor)

4. This energy interceptor here also lacks shield bubble:
http://s13.postimg.org/76w0b74th/shield_bubble.jpg
(Severity: Minor)

Cheers,
/Estel
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.104 [CE Infinite 1.002]

Postby Sleeper Service » Mon Feb 24, 2014 8:13 pm

Estel wrote:1. Heavy Ion mark II or III (sorry, wasn't able to distinguish it in time, was too busy keeping myself alive ;) ) have chances to cause fires on room where it hits :shock: I double-checked that fire wasn't sneaking from any room around - also, it appeared in "corner", not near doors, exactly at the moment of Big Bad Ion Blast. Unless it is intended, as fire started by all those sparks of malfunctioning equipment? Well, one would suppose, that they have more strict fire-proof materials policy on those military ships :lol: (Severity: Medium)


Intended and mentioned in the weapons description. Electric arcs and stuff overloading and so on... As for the missing shield bubbles: I still have no idea what causes this.


Anyway, I realized that some of the changes in CE Infinite 1.002 refer to stuff in core CE that has not yet been implemented, so I better release that, right?

CE 1.104
- The flagships door and sensor systems have switched places, enabling doors in phase two
- The flagship might now hack you sensors in phase three
- The flagship now features a backup drone system and maintenance doors for its weapon rooms in phase three
- The flagship will deploy support drones upon AI takeover in phase three
- Boss beam breach chance lowered
- Flail beam gained a small breach chance
- Pirates are less likely to field Zoltan and Engi ships now
- Accepting Slug surrender should no longer have them shut down their hacking gear
- Some small changes
- Some typos fixed
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby Sleeper Service » Mon Feb 24, 2014 8:57 pm

Some problems with wrongly assigned drones and their IDs...


CE 1.104b
- Boss uses the correct repair drone in phase three now
- Attacking auto fuel sellers works now
- Mantis clan ships appear correctly during the event

- Hidden update to CE Infinite: Boss phase three uses the correct drone now.
- The drone is also no longer available as loot
Zandorum
Posts: 29
Joined: Sun Sep 22, 2013 10:19 am

Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby Zandorum » Mon Feb 24, 2014 9:05 pm

=======================
Suggestions:
=======================
Integrate Unlocked Augments (Note: The Rarity would be disturbingly high)
Integrate Weaponanza!
Integrate Law's arsenal of Mods and Overpowered Weapons! (Note: Rarity of Such weapons being High)
Integrate Additional Events & Text
--
Although Extremely Rare, Ship Specific Weapons, Drones, Crew and Augments can be Bought/Hired (Crystal, AI, Rock Plating).
Max power of Teleporter is increased to 4 (Level 4 is instant cooldown but costs a massive amount of scrap).
You can Aid Pirates instead of Helping the Civilian now, Be warned that they can backstab you and not split the loot in which you can let them go or fight them (Sometimes they will fight you instead of running away with the loot).
--
Spice Spout Event - Very rarely you can find a planet that has a Spice Spout, Spice Spouts produce Spice. You can get as much spice as you can carry (its augments). Spice is supposed to be the "Rarest Material in the Universe" and Sells for a Decent Amount.
--
Warden Drone - A slow moving drown that lays down lockdown blasts preventing enemy movement. Extremely rare and expensive.
Ye' Old Cannon - This is a Lead Cannon ball Cannon. This is rare to find but costs a decent amount. Has a low chance of Piercing Shields but it can, Does Massive Hull Damage and Guaranteed Breach.
Resonant Lasers - Double Lasers with 20% chance of Fire.
Neutron Burst Lasers - 3 lasers that deal no hull damage but deals personnel damage.
Heavy Hadron Laser - Dual shot Heavy laser, with lesser chance of fire but great chance of breach (10%/50%).
Gamma Ray Burst - Single heavy shot, ignores 1 shield, does 4 damage to crew.
Gravity Bombs - Randomly Teleports opponents crew around their ship, can target your own ship. Takes a while to Charge and is High Level.
Tractor Beam - Brings enemies onto your ship in random places who are within the beam. Slowly moves across as well as very short. Long Charge time and is High level.
Drill Rocket - Ignores shield and ruptures the hull. Takes a long time to charge up. Uncommon.
=======================
Question:
=======================
Will you be updating this for FTL Advanced or will we have to downgrade?
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby dalolorn » Mon Feb 24, 2014 9:53 pm

Zandorum wrote:=======================
Suggestions:
=======================
Integrate Unlocked Augments (Note: The Rarity would be disturbingly high)
Integrate Weaponanza!
Integrate Law's arsenal of Mods and Overpowered Weapons! (Note: Rarity of Such weapons being High)
Integrate Additional Events & Text
--
Although Extremely Rare, Ship Specific Weapons, Drones, Crew and Augments can be Bought/Hired (Crystal, AI, Rock Plating).
Max power of Teleporter is increased to 4 (Level 4 is instant cooldown but costs a massive amount of scrap).
You can Aid Pirates instead of Helping the Civilian now, Be warned that they can backstab you and not split the loot in which you can let them go or fight them (Sometimes they will fight you instead of running away with the loot).
--
Spice Spout Event - Very rarely you can find a planet that has a Spice Spout, Spice Spouts produce Spice. You can get as much spice as you can carry (its augments). Spice is supposed to be the "Rarest Material in the Universe" and Sells for a Decent Amount.
--
Warden Drone - A slow moving drown that lays down lockdown blasts preventing enemy movement. Extremely rare and expensive.
Ye' Old Cannon - This is a Lead Cannon ball Cannon. This is rare to find but costs a decent amount. Has a low chance of Piercing Shields but it can, Does Massive Hull Damage and Guaranteed Breach.
Resonant Lasers - Double Lasers with 20% chance of Fire.
Neutron Burst Lasers - 3 lasers that deal no hull damage but deals personnel damage.
Heavy Hadron Laser - Dual shot Heavy laser, with lesser chance of fire but great chance of breach (10%/50%).
Gamma Ray Burst - Single heavy shot, ignores 1 shield, does 4 damage to crew.
Gravity Bombs - Randomly Teleports opponents crew around their ship, can target your own ship. Takes a while to Charge and is High Level.
Tractor Beam - Brings enemies onto your ship in random places who are within the beam. Slowly moves across as well as very short. Long Charge time and is High level.
Drill Rocket - Ignores shield and ruptures the hull. Takes a long time to charge up. Uncommon.
=======================
Question:
=======================
Will you be updating this for FTL Advanced or will we have to downgrade?


Zandorum, half of your ideas are impossible, the other half are extremely difficult to perform. There's a few that could actually happen, though.