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

Post by Russian Rockman »

I'm not entirely sure why, but stylesrj's last comment gave me an idea for an event(s)...

Some really persistent pirates and rebel ships, or bounty hunter ships (and such), should ask YOU to surrender to THEM after they take a certain amount of hull damage, instead of the norm. This can be either laughably hilarious or a real practical option to consider.

For example, think about if you're fighting a slug interceptor pirate ship with a basic laser. After reducing them to a point where they should surrender, instead they say "Hah, you had enough yet scumbag?! You've got some fight in you, I'll give you that. I'm feeling generous today, how about you hand over some of your scrap and we'll call it a draw?" :lol: This is obviously as much of a joke as accepting AI surrender, but maybe it could have some good outcomes too, like getting a crew member or a map of the sector, or other options instead of just "conceding" to them. :idea:

Another time when you might actually want to consider this would be in fights where the enemy won't usually let you surrender at the start. Such as the bounty hunter event or possibly some events when fighting rebels. You usually take a lot of damage from those events so maybe if you could reduce their hull they would give you the option of surrendering. Obviously this isn't as appealing as killing them after you've gotten the upper hand, but heh not every option has to be a good one.

Lastly, (this shouldn't be a racial ability, but) there should be an event where you can fake surrender in order to get the upper hand. You could, for example, sneak in some ion bombs when transferring over your tribute and bring down one of the enemy's systems.

Anyway, just some random thoughts, it's late where I am now and I'm tired and rambling...
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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 »

Lastly, (this shouldn't be a racial ability, but) there should be an event where you can fake surrender in order to get the upper hand. You could, for example, sneak in some ion bombs when transferring over your tribute and bring down one of the enemy's systems.
I still think the Clone Bay Suicide Bomb could be an option for handing crew over to slavers/bounty hunters. But of course the crew would take great offence at that... unless you have that augment which allows you to clone Humans/Slugs/Mantises because you're breaking the regulations :)
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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 »

So I finally managed to buy 5 layers of Shields in CE Infinite and this what came up whenever it charges:

Image

The graphical UI looks like it can have 5 slots, but the 5th slot doesn't show up. In fact that extra layer doesn't even show up as a pink overlay.
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Biohazard063
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by Biohazard063 »

Got a gamebreaking bug in CE.
As always, caught it on video.
Here it is:
https://www.youtube.com/watch?v=8ur0-Cs ... e=youtu.be
Happened with the latest version of CE btw.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
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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 »

The sources of those GUI changes for I finite are pretty funny. But yeah.. for some bizarre reason, post-AE the 5th shield icon no longer displays properly at all.
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CaptRavo
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by CaptRavo »

Out of fuel against the fleet with a drone that warps away = stalemate.
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RAD-82
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by RAD-82 »

CaptRavo wrote:Out of fuel against the fleet with a drone that warps away = stalemate.
I don't understand this post. What are you trying to say? If you refuse to pilot your ship, the rebels will refuse to finish you off?
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Junkyard has FTL mods, mostly ships and a few other things.
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NarnKar
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by NarnKar »

His last encounter was with an Automated Scout that jumped away. However, the Automated Scout encounter left the ASB hazard behind, permanently locking the encounter as hostile, meaning that they couldn't access the beacon map to wait for another no-fuel encounter.

Basically, all they can do is wait for ASBs to fire at them and finish them off, I guess.
Russian Rockman
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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Post by Russian Rockman »

Is that a Captain's Edition event? I'm wondering why the hardcoded stalemate fix didn't work here.
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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 »

I get the feeling I should have prepared a better loadout for my ship.

I'm stuck on Phase 3 of CE Infinite's Flagship and well... that bastard just won't quite with that Level 3 drone that can intercept all my Vulcan shots.

Sometimes it doesn't hit them and my Ion Blast 3 gets through... only to be resisted or it misses. Then I do some actual damage... Hull Repair Drone fixes it. It's a slow stalemate towards my death as those missiles will break through eventually and crack the hull open.

I think the Rebel Flagship needs to be toned down on CE Infinite, just a little bit. Maybe it shouldn't have an OP drone on Phase 3.

I mean what else can you do with just a Vulcan, Ion 3 and a Bio Focus Beam except perhaps die?
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