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

Distribute and discuss mods that are functional. Moderator - Grognak
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Krazyguy75
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by Krazyguy75 »

Couldn't you just replace the ion storms with just backgrounds with the symbol and have them have an effect that halves your reactor and disables battery? That should work to solve both problems and add a new obstacle to ion storms.
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stylesrj
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by stylesrj »

Couldn't you just replace the ion storms with just backgrounds with the symbol and have them have an effect that halves your reactor and disables battery? That should work to solve both problems and add a new obstacle to ion storms.
It's not the event that's causing problems, it's the fact that reactor power is being disabled that's causing the crashes. As I've mentioned before, even taking away a single bar on an overcharged reactor will cause crashes.
Disabling batteries in ion storms sounds like a good idea but then again it would make an already frustrating event even harder and make the Zoltan C impossible to play through an ion storm.
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Sleeper Service
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by Sleeper Service »

Limiting the use of the backup battery in storms seems to be the easiest, immediate way to prevent problems. (As far as I understand the main question now is if a ship with 25 starting power, 8 Zoltan in power granting spots and a lvl 3 backup battery activated crash the game or not. If not then the current system limitation is not necessary.)

CE Update 1.248
- Targeting Jammer is much less likely to jamm two weapons at once now
- Kestrel A and C door links fixed
- Rock Fireship door links and gibs fixed
- Plasma storms events will limit the the backup battery to lvl 2; preventing possible crashes
(only relevant for Infinite)
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
katz
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by katz »

I don't understand ...

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dalolorn
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by dalolorn »

katz wrote:I don't understand ...

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It's a bug with the text. In reality, I believe the cooldown is 0 seconds.
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ahmedoo
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by ahmedoo »

This frame has strange borders. Don't know if it is CE or Vanilla issue.

http://zapodaj.net/31b4ac8e9c8e8.bmp.html
Last edited by ahmedoo on Tue Sep 09, 2014 10:37 pm, edited 1 time in total.
Russian Rockman
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by Russian Rockman »

ahmedoo wrote:This frame has strange borders. Don't know if it is CE or Vanilla issue.

http://zapodaj.net/31b4ac8e9c8e8.bmp.html
I noticed a lot of the CE drones are not centered in there windows in stores, etc... I'd like to see that fixed, but it might take a lot of work and I'm not even sure why they do that.

dalolorn wrote:It's a bug with the text. In reality, I believe the cooldown is 0 seconds.
Can that not be fixed in misc.xml, if not you should at least state in the description itself what level 4 does.

Sleeper Service wrote:Limiting the use of the backup battery in storms seems to be the easiest, immediate way to prevent problems. (As far as I understand the main question now is if a ship with 25 starting power, 8 Zoltan in power granting spots and a lvl 3 backup battery activated crash the game or not. If not then the current system limitation is not necessary.)
Just wanted to state again that I tried a 25 power ship with 8 Zoltans in power granting spots and a level 3 battery and entered and did not encounter crashes when activating the battery in an ion storm. I even posted a picture. I tested this multiple times.

I think limiting the battery in an ion storm is an ok solution, but it kind of defeats the purpose of the battery don't you think... Those of you who want to test this, please limit yourselves to ships with only the situation Sleeper described. Modding in even one more bar of power may crash the game, but I found 25 bars of power fine.
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slowriderxcorps
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by slowriderxcorps »

I was actually looking at the misc file again on my own work, and unfortunately there's no way to make the info on the Lv4 Teleporter not say that, since it only has one info line in misc to work from. Interestingly, Doors 5 and Artillery 5 can have their own accurate descriptions, they're just missing by default.
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stylesrj
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by stylesrj »

Just a few ideas:

I encountered a store that said "Don't do anything stupid or we'll blast you with our 152 automated turrets"
Then suddenly... pirate goons take an interest in my ship and board. Shouldn't my level 3 Security Doors say otherwise? And if they teleport in... my Disruptor would like a word with you goons...

I think certain events that involve docking at something should have a blue option of using level 3 (or even 4) security doors. I know it does that when you dock at a refuelling station - it turns a firefight into a fish-in-a-barrel shoot-em-up according to the event text.

For Infinite Space, maybe add a level 4 to Sensors and Doors. Make them expensive but it does mean you don't need people manning them anymore.

Perhaps the Teleport Disruptor could be changed to Teleport Filter. You don't let the enemies onboard, but you helpfully steal the equipment they sent you. Or you beam your crew off an infected station but don't take any of the infected with you as they get blasted into atoms. But that might be a little bit too much of a cop-out. You have to let the intruders onboard if you want their stuff as a consequence of avoiding an annoying firefight.
el Rago
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by el Rago »

another thing I found, the med bay keeps on healing (the effect) even after the health bar is full.
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