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

Distribute and discuss mods that are functional. Moderator - Grognak
Russian Rockman
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby Russian Rockman » Tue Feb 25, 2014 8:55 pm

You know, giving the Carnelian a 2 person teleporter rather than a 4 person one wouldn't be a bad idea. For some reason I feel like the Mantis should be the only ones with a 4 person teleporter, and although Crystals make good boarding crew I don't really like the idea of a Crystal ship built solely for boarding. I never encountered an enemy crystal ship like that... But that's just my opinion. With the lockdown weapons the Carnelian could do without a 4 person teleporter. And if the sMPK nerfed the Carnelian its because that ship was RIDICULOUS in Vanilla. You'd have to try to lose with that ship!!!
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Estel
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby Estel » Tue Feb 25, 2014 10:04 pm

IIRC, CE player ship loadouts is just a "showoff", not the CE's "canon". One can easily get vanilla layout by enabling approriate micro-addon file.
Russian Rockman
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby Russian Rockman » Tue Feb 25, 2014 10:27 pm

That may be true, but in my opinion most of the ships play much better with the CE loadouts than the vanilla ones. Some of them, like the Slug ship, are missing old classics like the Anti-Bio Beam however.
Mr. Mister
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby Mr. Mister » Tue Feb 25, 2014 10:58 pm

Actually, on sMPK the alternate starting loadouts are intended to be balanced. So yeah, tell slowy if you think something's off.
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Sleeper Service
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.004

Postby Sleeper Service » Wed Feb 26, 2014 12:17 am

Another Infinite update. I worked on an attempt to make the endgame more challenging, so that continuously staying in later sectors creates this "how long can I last"-feel that Estel mentioned. The progression to sector 6 is a little steeper now. Grinding your way to boss readiness in later sectors should be more challenging. I hope that continuously surviving in sector 7 deep space will require well synergized equipment and more skill now.


CE Infinite Addon 1.004
- Enemies in sector 6 and adjacent deep space are often much stronger now
- Enemies in sector 7, adjacent deep space and beyond will always be much stronger


I also tried to get through all this prefixes for Endless Loot. Got beyond thousand weapons with find and replace, but still haven't even implemented a quarter of the prefixes. I decided to look for some programming help in order to automatize this whole process.
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RAD-82
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.002

Postby RAD-82 » Wed Feb 26, 2014 3:17 am

Russian Rockman wrote:And if the sMPK nerfed the Carnelian its because that ship was RIDICULOUS in Vanilla. You'd have to try to lose with that ship!!!


I lost with that ship in vanilla, and I didn't try to lose with it. I just kept getting auto-ships and Zoltan ships until my hull was completely whittled away.
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Russian Rockman
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.004

Postby Russian Rockman » Wed Feb 26, 2014 3:41 am

Maybe you could put an option at the beginning of the Last Stand to return to deep space in case you want to play Sector 8 difficulty in Deep Space. Another neat thing would be if you could give an option to return to Deep Space after beating the Boss in the 1st and 2nd Stage and come back later. The resetting of the Boss could be explained by "Time Travel" :P or by just saying the Boss will be able to repair the damage by the time you return. The reason for this would be because you could make the Boss really insanely hard then, but people could leave and come back if they don't think they can beat the next stage. Infinite CE has a much lower sense of "urgency" than normal FTL.
Cloudmoon
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.004

Postby Cloudmoon » Wed Feb 26, 2014 6:47 am

I'm not saying the Carnelian wasn't overpowered in vanilla. You can have a run of bad luck with a lot of droneships/zoltans and fail to get any real scrap in the first sector, sure. But you will usually find a weapon before too long. Since your crystal vengeance silliness sells for 40, you don't even have to build up a significant reserve before heading to a store. And the cloaking device makes you infinitely more surviveable as long as you understand how cloaking works (cloak immediately after the enemy fires a volley for best effect). It definitely deserved a nerf but frankly I thought removing the cloaking device was plenty sufficient. Removing the weapons system and the power bar it came with results in a pretty ridiculous disparity between the Carnelian and the Bravais.

I reposted my concerns over in the Polish kit thread. Hopefully the next polish kit will not feature yet another egregious and totally unnecessary nerf to the Carnelian :)
Russian Rockman
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.004

Postby Russian Rockman » Wed Feb 26, 2014 9:38 am

Since we're talking about Crystal Ships I still think the Crystal Vengeance Augment should be able to be used to engineer Crystal weapons. Maybe at the cost of hull like Sleeper said.

Also, i know you don't want to rewrite all the events for the Infinite add on, but I think it would be really cool if you could rewrite the starting event to set the mood for Infinite Space. Portray this version of the FTL story as a massive interstellar war, but less of a sense of urgency. I just was inspired by the fake quote you used when you launched the Infinite add on. ;)
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Estel
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Re: FTL Captain's Edition 1.104b / CE Infinite 1.004

Postby Estel » Wed Feb 26, 2014 11:24 am

But the initial beacon's text IS modified since day one of Infinite :shock: If you don't see it, some other mod must be interfering.

/Estel