Unrefined FTL fuel (think petroleum), missile husks.
Clothing. Rebel uniforms? Anti-allergy masks. Hololamps. Holovisors. Holo-hops.
Also, here's an idea on how to explain more easily the FTL charge booster's hack-resisting effect: rename it to "secondary/auxiliary/dedicated FTL charger".
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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- Sleeper Service
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Russian Rockman wrote:ew Sector(S)???![]()
Do you mean the sectors that have already been added or there will be even more new sectors when the AE comes out?
Was referring to CE's sectors there.

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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Sleeper Service wrote:Russian Rockman wrote:New Sector(S)???![]()
Do you mean the sectors that have already been added or there will be even more new sectors when the AE comes out?
Was referring to CE's sectors there.Thanks for all the suggestions. Overall I'm looking more for generic stuff not related to certain factions, but there was some good stuff there.
Ah man.

Yeah its actually harder to come up with generic stuff than unique stuff. After starting to think about faction trade goods I realized you actually did a pretty good job with that. But I think Zoltans and Mantis could use something else. Glad you can sort through all the rambling and find a couple good ideas while ignoring the rest. it's just easier to ramble when you're brainstorming for ideas.

I would say the minerals and stuff are pretty generic. Drone Parts are kind of Generic, explosives maybe..., FTL fuel. Like I said though it might just be better to have a standard blue option to sell off all of your excess drones, missiles, or fuel, at a store similar to those specific trade events, but less profitable generally. Though this can be explained for the drones at least by saying they are commercial drone parts. I'd suppose pretty much any component of the basic ship systems could be made generic trade goods.
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Russian Rockman wrote:[*]Slug Gel - Like Slug Repair Gel, but used to repair things on smaller commercial scale rather than entire Hull breaches, made from Slug slime. Sells well in Civilian Sectors.[/*]
[/list]
Reminds me of the social event where your slug crewman informs you that slug repair gel is actually nanobots, and that people will actually buy literal slug slime thinking it has repairing powers. Would be a funny trade good.

Going along with the enhanced trading conversation, I think the player should be more involved in the haggling process. I think you should choose how you want to deal with the trader. You could choose to be cooperative with the trader, with a chance of getting a better deal, but taking a longer time, or you try to be as quick as possible, getting lower rewards but taking a shorter time. You could even be demanding with the trader and have the possibility of a good deal and being quick, but a chance the trader denies your deal outright.
Maybe you could choose what crew member does the haggling too, and having different results depending on the sector. Maybe mantis are intimidating in engi shops, and the engi are scared into a good deal, or perhaps they take the mantis's style of bargaining too threatening and attack. Or slugs use their mind manipulating powers to help facilitate their trading. There are a lot of possibilities here.
- SomeFederationPerson
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Hi, I played the mod and loved it but I can't play the infinte add on and I tried getting a ship mod but I can't get it to work. For the ship mod, do I have to install that first and with the add on how do I get it to work because I followed the procedure but whenever I put it on via the mod installer, it crashes. I use a MacBook Pro and running version 10.9.2


https://subsetgames.com/forum/viewtopic.php?f=11&t=33178&p=117316#p117316
Join me on my discord here for worldbuilding and other stuff: https://discord.gg/RknbrQZ
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
kartoFlane wrote:Estel wrote:Side note - I think that expanded enemy window need own topic or some better description
Huh. I was certain I made a topic for it... Gonna make it now, I guess.
edit
Alright, there it is
Since we were talking about the Expanded Enemy Window I thought I would post this here. I just converted the FTL Remastered Enemy Window to be as big as kartoFlane's Enemy Window. I personally think it looks gorgeous with the see thru AI. I think you'll agree... Check out these images! (They'll get cut off if I just post them directly)
http://imgur.com/kU0ZHic
http://imgur.com/gFUeVJm
http://imgur.com/Ga2FWU6
Note that in the images the enemy hull Indicator is not part of the Remastered Expanded Window. Just something I made for myself. So if you don't like it don't worry. Also, the bigger outline of the FTL Remastered window cuts off the window by maybe 4 pixels or something. Big whoop...
With those two mods combined + Better Planet's and Backgrounds your eyes will be very pleased.

So here's the .ftl for the files. Do with them what you wish. Maybe you'll want to post this on your new topic for the expanded window mod karto.
.FTL: https://www.dropbox.com/s/wp87p7q82iebvkw/Remastered%20Expanded%20Enemy%20Window.ftl
This also gives me an opportunity to say that I've been reworking A LOT of the FTL Remastered Stuff and making it as close to the original UI as possible.
I thought the Remastered AI looked beautiful and much more crisp, but I thought it played too different from the vanilla UI. (I don't like change...) Anyway, so now I've gotten a lot done, some of it you may be able to see in the images. Anybody who's tried FTL Remastered may know what I'm talking about, but others probably won't. I've edited it so that buttons and systems glow again when you mouse over them now, they turn yellow when you press them instead of light blue, some of the font has been changed to match the original FTL font (although I kept most of that), I recolored the enemy ships in the background to match vanilla colors and edited them a bit (also added shields to the ships today, what do you think?), I edited the coloration of the kestral and red-tail models to match vanilla, and a whole ton of small little changes to things like the crosshairs, the map, the doors... Lots of stuff...
Anyway, so I'm not sure if anyone else would like what I've done, but how should I maybe go about posting that when I'm done without acting like I'm stealing (or bashing) Phlakes work?
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Archaeology Loot- Recovered from ancient civilizations' dig sites. Valuable to collectors and treasure hunters. Worthless trash to people who need weapons.
Junta Computers- Inferior computers mass-produced cheaply by the Junta. Very basic trade goods.
Genetic Experiments- Engineered creatures produced by splicing together DNA from multiple worlds. Highly illegal. Some scientific value.
Fake Vaccines- Injections that claim to provide immunity to zombie plague. Merely delay symptoms long enough to leave the sector.
Pleasure Interface- System that provides fully realistic 3-D interactive entertainment through the use of holograms and a limited brain wave interface. Valuable trade goods.
Industrial Nanorobots- Used for making spot repairs to complex machinery or electronics in the field. Guaranteed not to go berserk and disassemble everyone and everything in their path. Valuable trade goods.
Repurposed AI Cores- Rebel AI cores, salvaged by pirates and ready to be reprogrammed for a variety of tasks. End user satisfaction not guaranteed.
Burnt Weapons Systems- Pirate-salvaged weapons systems. Damaged and unusable but possibly capable of being repaired or reverse-engineered.
Combat Records- Federation and Rebel authorities pay a small bounty for recovered black boxes and dog tags. Pirates often collect them as trophies.
Cerebral Inhibitors- A variety of drugs that produce a state of semiconsciousness and suggestibility in most sentient species. Used to make slaves and prisoners more tractable. Highly illegal, but sadly often carried by pirates.
Junta Computers- Inferior computers mass-produced cheaply by the Junta. Very basic trade goods.
Genetic Experiments- Engineered creatures produced by splicing together DNA from multiple worlds. Highly illegal. Some scientific value.
Fake Vaccines- Injections that claim to provide immunity to zombie plague. Merely delay symptoms long enough to leave the sector.
Pleasure Interface- System that provides fully realistic 3-D interactive entertainment through the use of holograms and a limited brain wave interface. Valuable trade goods.
Industrial Nanorobots- Used for making spot repairs to complex machinery or electronics in the field. Guaranteed not to go berserk and disassemble everyone and everything in their path. Valuable trade goods.
Repurposed AI Cores- Rebel AI cores, salvaged by pirates and ready to be reprogrammed for a variety of tasks. End user satisfaction not guaranteed.
Burnt Weapons Systems- Pirate-salvaged weapons systems. Damaged and unusable but possibly capable of being repaired or reverse-engineered.
Combat Records- Federation and Rebel authorities pay a small bounty for recovered black boxes and dog tags. Pirates often collect them as trophies.
Cerebral Inhibitors- A variety of drugs that produce a state of semiconsciousness and suggestibility in most sentient species. Used to make slaves and prisoners more tractable. Highly illegal, but sadly often carried by pirates.
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
I'm still on an earlier version (a couple previous?) of CE Infinite, so I don't know if this has changed, but I'm wondering why once I've jumped back to Federation space, it still takes 10 fuel to stay there, but only one to go back to deep space?
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
The Captain wrote:I'm still on an earlier version (a couple previous?) of CE Infinite, so I don't know if this has changed, but I'm wondering why once I've jumped back to Federation space, it still takes 10 fuel to stay there, but only one to go back to deep space?
It explains it in some of the flavor text. In the Infinite version of CE each Federation space sector is kind of like a main hub. A populated sector of space. The Deep Space sectors are really just everything in between. When you choose to jump to one of the main Federation space sectors you have to make a longer jump so it costs 10 fuel. Whereas if you stay in Deep Space its just like you went to the next beacon any other normal time. I picture the giant Mass Relays from Mass Effect being at the Deep Space exit beacons.

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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Got my all crew killed by three crew-killer events in a row! Sheit. You made me rage after 100000000 of years playing FTL like a god!