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

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Krazyguy75
Posts: 35
Joined: Wed Apr 30, 2014 5:54 am

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Krazyguy75 »

Sleeper Service wrote:Not entirely sure what you mean with aditional damage from not having engines (enemies at entrance beacons are a predictable risk in pirate sector, your call if you burn out your engines when going there.)

Overall the options are situational. Its up to you to decide when the 8 engines option is worth it. But you are most likely to get access to this late in the game and 4 additional jumps in sector six or seven can be worth a lot. You can definitely make the repair and fuel cost worthwhile. Also the cost of fuel is relative, it does not necessarily have to be bought.
Yeah, realized that was from pirate sectors after, forgot about that, but my primary issue is with the lack of warning. It says it might hurt your ship, and what really happens is it will hurt your ship, kill your engines, and only put you a few turns ahead of the rebels. For the 8 hull damage and surplus fuel, it should literally make you have enough time that the rebels won't ever catch up unless you repeat sectors.
Sleeper Service wrote:Personally I very much like the sense of progression that comes with the additional engine options being unlocked later. How engines behave is totally disputable, I obviously paint the picture that hyperspace travel has safety limits and more powerful engines allow you to exceed these.
Yeah, but there really is no progression, given that the best engines give the same cost/reward ratio (if not worse) than the original one. I really think that if you have better engines, you'd have expanded capabilities, not just removed safeties.

Based off the original game: Better engines would be safer and more stable (because they can take more hits), more maneuverable (bonus evade), and faster (lose pursuit special option, etc, etc). Whereas the option is literally just faster, much much more expensive, and much much much much much less safe.
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Sleeper Service
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Sleeper Service »

Krazyguy75 wrote:Yeah, realized that was from pirate sectors after, forgot about that, but my primary issue is with the lack of warning.
I can agree with that a waning would be adequate there. Will be included in the next version.
Krazyguy75 wrote:Based off the original game: Better engines would be safer and more stable (because they can take more hits), more maneuverable (bonus evade), and faster (lose pursuit special option, etc, etc). Whereas the option is literally just faster, much much more expensive, and much much much much much less safe.
But the original game does not feature long-range hyperspace travel. I simply defined how the engines behave there differently. Hyperspace travel caps out at a certain fuel usage/velocity ratio and starts to be unsafe beyond that. I don't want the player to feel like "Oh, I got good engines for this ship and its awesome now!" , I rather have the feeling of "OMG my ship travels so fast that it start to break apart! Awesome! And bad!"

Some stuff that is considered:
- Having the FTL Charge booster unlock all speed options
- Allow to partly negate damage with titanium system casing
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ahmedoo
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by ahmedoo »

And one more visual bug I catched - blackbox:

http://zapodaj.net/124416c9f6528.bmp.html

As I can see there's a small conversation about the new hyper travel system. I personally think, that it should be equalized because f.e. Engi B has only one power bar in engines and the first sector is horrible: fleet in first two jumps cover one third of sector and from the other hand I played nesasio and was clicking all the time the third option (morover - if you plan add the option connected to the titanium system casing it will be a monster).

I think that the first sector should stay as normal and these travel options should start from the second one.
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Sleeper Service
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Sleeper Service »

ahmedoo wrote:I think that the first sector should stay as normal and these travel options should start from the second one.
This is actually not that easy due to the way the first sector is coded. But I looked into it again and realized that it is actually possible, so I might just as well change it.
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FortunaDraken
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Joined: Sat Jun 21, 2014 8:42 am

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by FortunaDraken »

Quick question, is it possible to change from an Endless Loot run to a non-EL run if you don't have any EL weapons yet? EL seems interesting, but it eats my computer's memory like nothing else so I'm not sure it's worth it, since I don't seem to be seeing much of it.

I think I'd definitely like Hyperspace a bit more if the first sector at least didn't have it. I still dislike the events myself, particularly due to the fuel running out almost all the time (and I had no idea high engines could damage your hull! No thank-you, extra explore time is not worth the risk of dying to missiles). I'm in the boat of people who would love the option to not have Hyperspace events, so if anyone who can do mod-y things could do that vanilla mod, I would be very happy. Been kinda avoiding normal mode because of them, orz...
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Estel
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Estel »

Sleeper Service wrote:
Krazyguy75 wrote:But you are most likely to get access to this late in the game and 4 additional jumps in sector six or seven can be worth a lot.

(...)
Sleeper Service wrote:Originally the damage was supposed to be randomized, but that turned out to be pretty complicated with how these events are structured.
The problem is that 4 engines vs 2 engines is pretty cool, but 6 engines vs 4 engines is big disappointment - only 1 beacon more visited, but goddamned damage to hull. To be honest, going from 6 to 8 engines wasn't such a problem, as, just like you said, 8 engines are rather late-game stuff, and by then, every beacon is worth tons of scrap and stuff. But, 6 engines are easily obtainable as early as sector 3 (2 if someone take it as priority), and then, gain/loss ratio is really disappointing.

What I like most about hyperspace travel - apart from lore - is the fact that I started to really care about fuel, which was just "meh I always get tons of it" earlier (kudos for that!), and the fact that high-level engines suddenly stopped to be so niche, as opposed to shield upgrades. For example, most usual way is to stop at engines 5 - because it's last upgrade that adds 5 to evasion - then, return to it only, if you have upgraded other things and got spare scrap. Now, the 6, and even 8, seemed to look very interesting. Heck, I even started to have engines 4 in sector one, in most of my playthroughs (and never later than sector 2).

Now, the 6 engines is just really not worth it as opposed to 4, until late in game - while I think that engines 8 are typical late game stuff. Of course it's not about engine system damage - that is great, as I said, and makes you think twice if jumping to pirate sectors - but about hull damage.

Summing it up - if random damage isn't possible, maybe lowering it for engines 6 to 2 or, at worst, 3 damage? You know me that I'm not the one who want to have things easier ;) - in this case, it's rather about sensible upgrade options, that are even worth considering. For engines 8, eight damage isn't such punishing due to mentioned tons of scrap gained late in game in every beacon - so it's not as much critical as engines 6 balancing - but I would still lower it to 6 hull damage.
Sleeper Service wrote: Some stuff that is considered:
- Having the FTL Charge booster unlock all speed options
- Allow to partly negate damage with titanium system casing
Good ideas - hm, would it be possible to make FTL Charge booster allowing only +1 tier engine soption (so 6 engines option for 4 engines, etc), instead of all of them? Or is it too complicated to code? It would seems silly to travel at 8 engines OMGZ0R speed with 1 engines, even with charge booster...

As for titanium system casing, one would thing that Rock Plating would be better suited for avoiding hull damage ;) but it's already quite buffed due to industrial sectors. OTOH, Titanium system casing could get some buff, and one variant of Stealth have 4 engines from start, so it seems it could be sensible mix...

/Estel
META_mahn
Posts: 197
Joined: Thu Apr 24, 2014 9:46 pm

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by META_mahn »

Whenever I run into a nebula, CE just takes a dump and crashes my game. I can't even enter certain ion storms/areas without game crashing. Help?

Mods installed in this order:

CE Resource Pack
CE Resource Pack Replacer (Icetroids, Ionic Hazard, Techmoon)
PDS Shot Replacer v1
Pulsar Replacer v2
FTL CE 1.229
CE BPaB Compatibility Patch 1.0
Beginning Scrap Advantage 1.1
Highres Shields v1.1
Ship Mods
Back from the dead. After a two year hiatus.
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Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by Estel »

You're using BPaB compatibility patch, but not BPaB itself? Either instal the latter, or get rid of the former. If this doesn't help, get rid of beginning scrap advantage and ship mods, and add them back one by one, checking if problem persist, after each added.

/Estel
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thinkpad
Posts: 10
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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Post by thinkpad »

FortunaDraken wrote:I'm in the boat of people who would love the option to not have Hyperspace events, so if anyone who can do mod-y things could do that vanilla mod, I would be very happy.
I second that, having the hyperspace be able to be disabled or removed would be best. Maybe make it a additional separate add-on for people that want it instead of forcing it on everyone that wants to use CE
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Sleeper Service
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Post by Sleeper Service »

CE Resource Pack 1.23
- Some of scooterbagas great image replacements integrated
- Civilian Infiltrator cloak image added
- ASB hazard uses a custom projectile graphic now
- Light Scatter Laser projectiles fan out in flight and impact with scatter impacts

CE Update 1.23
- The game no longer starts in hyperspace; hyperspace events start to appear after sector one onwards
- Some blue options for hyperspace events added
- CEs Anti-Drones are slightly cheaper now
- Ion Flak II price slightly decreased
- Anti-Ship Swarm missile drone projectiles can be shot down by defense drones correctly now
- Niche gear available at the nebula weapon trader costs less scrap now
- Lanius Instigator gibs fixed
- Lanius Broodship clone tube and doors links fixed
- Mantis troopship gibs fixed
- Federations planets assaulted by gunboats offer their fire support earlier in the fight now
- Combat aug options for space dock fight fixed
- Some typos fixed

CE Infinite 1.23
- Changes of CE 1.23 imported
- Fixed a problem that caused hyper space events to appear when traveling to civilian sectors

CE Endless Loot 1.23 for CE and CE Endless Loot 1.23 for CE Infinite
- Changes of CE 1.23 imported
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