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 1.244/Inf 1.244/EL 1.242

Post by Sleeper Service »

Actually the credit song has been removed in the current version for exactly this odd behavior. So if you use the current version it should be fine. Thanks for the reports and congratulation to your win. ;) Zoltan artillery is pretty awesome if you can keep shields down, Subspace scanner also helped a lot in phase one I guess.
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stylesrj
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by stylesrj »

Sleeper Service wrote:Actually the credit song has been removed in the current version for exactly this odd behavior. So if you use the current version it should be fine.
What!? Nooooooo! That's why I wasn't suddenly surprised by loud Swedish rock when I beat the Flagship?
Subspace scanner also helped a lot in phase one I guess.
Actually I have issues with the Subspace Scanner disabling all cloaking devices.
I know Cloaking is annoying and I welcome all events stopping those bastards from hiding from my guns (especially the 5 year... I mean 15 second cloaks)

But then you look at something like the Teleporter Disruptor or the Mind Shielding. They say "Stops all but the most advanced devices" which means it disabled two layers. When in the hands of a player, do they become more powerful and stop it all?

Also, I know ice fields are meant to disable cloaking devices, but I'm pretty sure you can hide from the enemy by partially phasing into another dimension, even if it only works for a few seconds. Or lore-wise we forget the fact that the Cloaking Device is a Phase-Cloak and is more of a Normandy-style cloak?
Because I read somewhere in events about an augment which allows partial use of the cloak in ice fields by some sort of "black light generator" which I assumed it meant the ship was painted black and hidden in the stars.

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On another note, when modifying systems beyond normal means, I once tried 6-7 layer shielding systems to stop missiles from getting through. It worked to an extent but every time you reloaded the game the shields beyond 5 would be damaged and needed to be repaired.
Then in CE Infinite, I found a Mantis Brood-Ship with the exact same shielding on their vessel (in Sector 5/??? on Normal so max shielding was rather jarring). Although it was partially damaged so their first move was to send someone to fix it while moving their Engi to the teleporter with the rest of the Mantises :D

Like the Flagship adopting OP artillery if you mod the game with such means, be careful about the systems that you mod beyond vanilla means. On another note, I got a Level 4 Clone Bay by taking the medbay to level 4 and swapping it out.
Now I'm guessing because of this, the Medbay is going back to Level 3 isn't it to avoid this exploit, right?
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Sleeper Service »

Combat augments have the same effect for the players as they have for enemies. In my canon cloaking works by shielding any kind of radiation or heat traces the ship emits while also making it somehow invisible to normal sensors and lock on mechanisms. You basically hide within background radiation, of which very little exists in icefields, which therefore renders cloaking ineffective. Subspace scanner detect traces the ship leaves in subspace, traces that common cloaking systems can not conceal wherever they are.

That Mantis Broodship you encountered actually had a wrong amount of starting power (45 :o ) assigned. Ships won't get any of the additional system levels unless they are set that hight in the blueprints. So just adding additional levels does not automatically enable enemies to use them.
stylesrj wrote:NOn another note, I got a Level 4 Clone Bay by taking the medbay to level 4 and swapping it out.
Now I'm guessing because of this, the Medbay is going back to Level 3 isn't it to avoid this exploit, right?
Oops, yeah I did not think about that possibility. Might have to change that. How did the clonebay behave?

CE Resource Pack 1.245
- Some small adjustments

CE Update 1.245
- Attacking Slug stations turns them hostile correctly now
- Some small fixes
- Some typos fixed

CE Infinite 1.245
- Some more bad ship IDs purged

CE Endless Loot 1.245 for CE and CE Endless Loot 1.245 for CE Infinite
- Changes of CE 1.245 imported
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cheesyhead11
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by cheesyhead11 »

Ia anyone else getting black sqaures over the weapons and ship selection screen?
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stylesrj
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by stylesrj »

Sleeper Service wrote:In my canon cloaking works by shielding any kind of radiation or heat traces the ship emits while also making it somehow invisible to normal sensors and lock on mechanisms. You basically hide within background radiation, of which very little exists in icefields, which therefore renders cloaking ineffective. Subspace scanner detect traces the ship leaves in subspace, traces that common cloaking systems can not conceal wherever they are.
The cloak also dodges asteroids even when there's no pilot. As far as I know, asteroids don't have sensors or thrusters. They just fly at you regardless if you're seen or not.
Then again, if it went with the Phase-Cloak idea you can't have both Nebula Nullifiers and Cloak Revealers in the one augment. You'd need scanners for the nebula and a Dimensional Anchor (how can that not be a cool name for an augment?) for the cloak :D

I dunno, the Phase-Cloak sounds cool and sci-fi'ish and explains why you can still fight/see where the enemy ship is despite the fact they dropped off the sensors and you shouldn't be able to see their shots coming until its too late.
It can also explain why the guns don't lock on - you try locking onto something that isn't in your current dimension

Also, you said that common cloaking devices are revealed by the scanners. The Flagship's cloak must be a common device since it goes completely out when scanned. Or do the scanners take out 3 layers of cloak and if you have level 4, it's fine?
Oops, yeah I did not think about that possibility. Might have to change that. How did the clonebay behave?
Every jump, everyone would be healed (byebye reconstructive teleporter!) and if you powered it up to full, clones are instantly replaced. I wouldn't say it should be changed. It certainly took a lot of scrap to acquire in Infinite Space and it sped up the game further as most fights were really just "Disable one layer of shield, use ion bomb on other two, pre-ignite Glaive Beams at shields. Loot rewards" and then followed next jump with "Hey guys, let's take this ship by force!"

Instead of waiting for the Clone Bay to make new crew to fight the boarders off while they hammer at my doors waiting to die, I can recreate them and it saves me having to space them afterwards to fix up the major damage.
FortunaDraken
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by FortunaDraken »

Um...I don't know about anyone else, but this ship, uh. Seems a tad overpowered for Sector 1 (Deep Space).

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That's four weapons, two shields, and they disabled my one layer of shields with an augment ._.
SpiketheMuffin
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by SpiketheMuffin »

FortunaDraken wrote:Um...I don't know about anyone else, but this ship, uh. Seems a tad overpowered for Sector 1 (Deep Space).

That's four weapons, two shields, and they disabled my one layer of shields with an augment ._.
If Deep space is as close to Infinite Space, then thats what you have to deal with. I remember reading about Infinite Space, and it saying that since it is infinite, you are going to come up against tougher enemies that you will not be able to handle, and therefore you may have to leave or surrender.
SpiketheMuffin
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by SpiketheMuffin »

I was wondering about unlocking new ships with CE, and the different sectors-
How can I tell whether a sector is a homeworld or not? The special event quests require a race's homeworld, but will there still be the existence of those with CE? If not, is there a way where I can disable the new sectors?
FortunaDraken
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by FortunaDraken »

SpiketheMuffin wrote:
FortunaDraken wrote:Um...I don't know about anyone else, but this ship, uh. Seems a tad overpowered for Sector 1 (Deep Space).

That's four weapons, two shields, and they disabled my one layer of shields with an augment ._.
If Deep space is as close to Infinite Space, then thats what you have to deal with. I remember reading about Infinite Space, and it saying that since it is infinite, you are going to come up against tougher enemies that you will not be able to handle, and therefore you may have to leave or surrender.
Deep Space does have tougher enemies, but they still level with the Sector you're on. I have never experienced an enemy that tough on Sector 1 Deep Space. I mostly find two-three weapon ships with one or two levels of shields. Even the giant auto-cruisers generally only have two weapons at this level, not to mention the larger Rebel ships. That Zoltan station is kind of ridiculous.
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Sleeper Service »

SpiketheMuffin wrote:I was wondering about unlocking new ships with CE, and the different sectors-
How can I tell whether a sector is a homeworld or not? The special event quests require a race's homeworld, but will there still be the existence of those with CE? If not, is there a way where I can disable the new sectors?
Home worlds are still there and unlocks work like in vanilla. Sector names have some indicators that give away if the sector is a normal one or a home-world. If you want to spoilers on the patterns you can get some hints on them in the CE sector names thread.

That outpost wasn't really intended for sector one, I'll nerf that at some point.
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