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

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Russian Rockman
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Russian Rockman »

stylesrj wrote:It worked for the crew of Serenity.
That there convinced me this wouldn't be a bad option to have. Although it's kind of a jerk move to steal from people... But I guess you're a nice jerk. ;) I don't think every even deserves something like this, but maybe one just so you can feel redeemed for all those other times.
I'd say perhaps the Zoltan could diplomatically ask people for supplies in certain events and receive a minimal amount of scrap, but their surrender negotiation ability is already really strong.
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ahmedoo
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by ahmedoo »

Visual Bug: Pieces of broken Simo-H are in strange positions:

http://zapodaj.net/fa2561d8fa4a9.bmp.html
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slowriderxcorps
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by slowriderxcorps »

ahmedoo wrote:Visual Bug: Pieces of broken Simo-H are in strange positions:

http://zapodaj.net/fa2561d8fa4a9.bmp.html
Aack, cursewords. That's a glitch on the Shiny! graphical mod, but that in itself came from my mod where it seems that error emanated. I'm uploading the fix to that for my mod as I type, but RR will need to fix it too.

If you know how to edit mods, you can fix this manually by going into the data folder, finding all three stealth XML files and swapping the gib numbers for the first+second and third+fourth weapon mountings.
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Russian Rockman
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Russian Rockman »

ahmedoo wrote:Visual Bug: Pieces of broken Simo-H are in strange positions:

http://zapodaj.net/fa2561d8fa4a9.bmp.html
I'll fix that and check to see if there are any other problems with the gibs. Sorry about your esploding and all...
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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 »

stylesrj wrote:You know, I feel really bad when I steal from colonies being supplied by the Rebels. I mean I know it's wrong but I really need that scrap. But sometimes I crack open those supplies only to find it was just vaccines! Now I feel really bad and I want to make it up to those people.

Could any of these be considered possibilities on how to handle that vanilla event: [...]
Yeah I'm all good with these suggestions.
Russian Rockman wrote:Boarding events should be fine because you could put in a standard pirate ship and disable it's oxygen so it wouldn't be weird to see crew on a ship like that. You could disable weapons here, but you could just make the ship really defensive and if you're capable of destroying it, well you've still taken some radiation and the boarding event is annoying enough.
"Just making the ship really defensive" would involve making dozens of additional carbon copied ship blueprints, (which then also spawn variants in EL) with no explanation whatsoever why the rad pirates all have some amazingly defensive ships.
Russian Rockman wrote:For the other two events, they use the husks. Here's my idea, :idea: instead of using invisible crew as a timer you could use the FTL escape as a timer like every other stalemate prevention system. The lore behind this one would be something like "The reactor of the nearby ship (husk) is unstable and is about to explode. (Exactly like the suicidal AI ships). Meanwhile the ship's reactor is leaking radiation." I believe this is pretty close to the existing explanation. You can either:
A.) FTL jump out, OR (if you have no fuel...)
B.) Use your impulse engines to get out of the blast radius and the radiation field (which will take a long time and likely cause most of your crew to die of radiation poisoning by then)
I mean this could all be possible, but I'd find it a little weird that every husk the player jumps to is about to destabilize and explode. Sure, player FTL field could cause this, one could make up explanations for anything really. But I don't find that this would make for a very elegant and interesting event. Its basically a workaround for something that was already a not very elegant workaround and IMO it would seem really forced. Especially when it comes to
Russian Rockman wrote:Suicidally shoot at the unstable ship, "Luckily your suicidal maneuver did cause the blast to propel you outside of the radiation zone. However, your ship has taken massive hull damage and one of your crew members is dead. Good job smart one..." :lol:
I don't really see why I would punish the player that much for shooting on some random radiated wreckage. I'm not desperately trying to get Radiation events back. They've already been pretty weird pre-AE and IMO they are not getting better like that, rather seem forced.
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Russian Rockman
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Post by Russian Rockman »

@ Sleeper Service
Well thats why I asked. PERSONALLY, I thought the radiation events were really fun back when they were first put in. If you jumped to 2 in a row then they were a pain and were kind of an expected risk of the industrial sector for me. They were unique. Just to clarify and maybe try one more time to address some of your concerns...
  • Not every husk would be described as "It's about to explode," they would just use the "it's unstable and leaking radiation" text that currently exists anyway.
  • The only time they would "explode" is if the player was out of fuel, or waited and extremely long time to jump for some reason. And the only reason they would be described as "exploding" would be to explain the FTL jump animation.(Like the AI ships)
  • Because I noticed a lot of people were confused that these events disabled weapons I thought you could leave them online, but just have detrimental effects to shooting the wreckage. It could be "strongly implied" that shooting an unstable ship will cause damage, if you couldn't already figure that out... But of course you could just disable weapons like before.
  • About the pirate ships I didn't mean to create a bunch of new ones, I thought there might already be a pool of defensive ships, but I thought it would be ok even if they weren't defensive.
  • I could come up with some different types of radiation events so that not every one is the same, and I'm sure I could think of some way to make them give you a reward sometimes so there not always just lain bad. Like the boarding event doesn't always have to be bad.
But anyway, If you're not happy with doing radiation events that way then no problem, but I won't spend my time trying to get them to work like that if you still don't want them back in. And I respect your opinion, I just remembered having fun frustrating times with them.


ON THE WIKI FRONT...
I started this document to help compare weapons a while ago. Since we have now started a wiki I transferred this document over to Google Docs. I made it a document because I thought it would be the best way to combine pictures and text. The formatting may be messed up a bit because I just transferred it over too.

Anyway, I could really use some help finishing it from anyone whose interested. There's only a few weapons missing I think and I need a double check of the info.
https://docs.google.com/document/d/1-l0 ... sp=sharing

Also, you should post a link to the WIP Wiki on the OP.
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Sleeper Service
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Re: FTL Captain's Edition 1.246/Inf 1.246/EL 1.245

Post by Sleeper Service »

Don't get me wrong here, I appreciate that you spent your time trying to make this work very much. But yeah, I don't like the thought of having to implement stuff into the mod that does not feel good to me. *shrug* The event would still sending a lot of mixed signals and there would be so much explanations needed. I don't know, I think you got what I mean.
Russian Rockman wrote:I started this document to help compare weapons a while ago. Since we have now started a wiki I transferred this document over to Google Docs. I made it a document because I thought it would be the best way to combine pictures and text.
Ah I remember that one. Do you know if this can be integrated into the wiki directly? Will it be displayed as a table then?
Russian Rockman wrote:Also, you should post a link to the WIP Wiki on the OP.
Already done:
Wiki
Captain's Edition now has its own wiki, started by supporters of the mod. The post you are reading right now will give you an overview of what is included in CE. But most of the time spoilers will be avoided and things are kept deliberately vague here, so that you can find out things for yourself. The wiki on the other hand, might eventually include in-depth info on all of the aspects of the mod.
CE Resource Pack 1.246
- Some tiny adjustments

CE Update 1.246
- Fire Suppression augment is more effective now
- Changed Kestrel A and C layout to discourage the usage of breaches as internal airlocks
- Neural Stunner should take effect almost instantaneously now
- Verdict focus beam artillery damage reduced
- Verdict focus beam artillery will no longer be able to hit two rooms accidentally
- Combat fluff events are called slightly earlier in fights now
- Some missing combat aug options added
- Some typos fixed

CE Infinite 1.246
- Changes of CE 1.246 imported
- Backup Battery can now be upgraded to level 3

CE Endless Loot 1.246 for CE and CE Endless Loot 1.246 for CE Infinite
- Changes of CE 1.246 imported
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Other games I made.
Russian Rockman
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Re: FTL Captain's Edition 1.246/Inf 1.246/EL 1.245

Post by Russian Rockman »

Sleeper Service wrote:Don't get me wrong here, I appreciate that you spent your time trying to make this work very much. But yeah, I don't like the thought of having to implement stuff into the mod that does not feel good to me. *shrug* The event would still sending a lot of mixed signals and there would be so much explanations needed. I don't know, I think you got what I mean.
Yeah, I get what you mean. :) Maybe I'll try remaking these events for myself and then I'll send what I've done to you and inevitably you can decide if you want to put them in. Then I'll shut up about it. There will be no hard feelings if you still don't want to put them in.
Sleeper Service wrote:
Russian Rockman wrote:I started this document to help compare weapons a while ago. Since we have now started a wiki I transferred this document over to Google Docs. I made it a document because I thought it would be the best way to combine pictures and text.
Ah I remember that one. Do you know if this can be integrated into the wiki directly? Will it be displayed as a table then?
That would be a pretty big freaking table... I think it would be better just to have an external link to the page maybe?
el Rago
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Re: FTL Captain's Edition 1.246/Inf 1.246/EL 1.245

Post by el Rago »

Sleeper, I am still playing with 1.245, but found an event with a supposed autoship mining a comet and it shows an rebel rigger. it i in contested space.
FortunaDraken
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Re: FTL Captain's Edition 1.246/Inf 1.246/EL 1.245

Post by FortunaDraken »

The Militia Infiltrator's cloak image is above and to the left of where the actual ship is.

EDIT: The Auto-Freighter has a weapon floating in the upper left of the enemy box.
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