Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Distribute and discuss mods that are functional. Moderator - Grognak
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Sleeper Service
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Re: Flagship Randomizer 1.15 for AE, ACE and ACE Infinite

Postby Sleeper Service » Wed Oct 15, 2014 10:18 pm

Small update by Rann:

Flagship Randomizer 1.15
- Some code cleanup, tools is smaller now
- Better Mac support
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Sleeper Service
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby Sleeper Service » Sat Oct 18, 2014 7:08 pm

Noticed some more problems during testing...

Flagship Randomizer 1.16
- Phase three cloak offset fixed for real (?)
- Fixed various room layout descriptions wrongly using the text for the "spacious" layout instead of their actual text
Russian Rockman
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby Russian Rockman » Mon Oct 20, 2014 10:29 am

If you've seen Biohazards latest video he got the massive rooms flagship layout and it looks like the offset of the hull image is off by a lot in the 2nd phase and maybe also the 3rd. But maybe that was from an older version.

By the way, I think the circular layout is my favorite. ;) It's really different and creative.
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Sleeper Service
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby Sleeper Service » Mon Oct 20, 2014 9:22 pm

Ok I think I got that fixed.

Flagship Randomizer 1.17
- Fixed wrong offset of the "spacious" layout in phase two

I'm sorry that Bio didn't get his win there, but I still love how the fight turned around when the flagship pulled out its drones. Initially, I worried that this seed was kind of too easy, but phase two turned the balance of power around entirely. Nice to watch. :)

Russian Rockman wrote:By the way, I think the circular layout is my favorite. ;)

I really like the skeletal layout, its also completely different than the vanilla one. I might have to add some more layouts in the future, I didn't think they would have such an impact on how the fight feels but they start to become my favorite part of the randomization.
rannl
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby rannl » Mon Oct 20, 2014 10:49 pm

Good point, Sleepy. Layouts are a very nice touch. Love to do them when working on the Randtrel.
Recently did a random player ship + flagship which ended successfuly. Had a random kestral with some BLs against a cloaking/hacking/mind controlling flagship with a fire missile and quad mine launcher as the primary weapons. Got a defense drone 2 which helped even the score, and hacking on the flagship shields. Twas a tough fight, the mines did a lot of damage, but it was one of the best runs I ever had 8-)
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NarnKar
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby NarnKar » Tue Oct 21, 2014 1:21 am

Fire missile drone too stronk.

(Actually, Biohazard, I'd be interested in that randomized flagship you had: spacious layout, firebeam-flak-scatter-bomb. Just to see if I could do it.)
Russian Rockman
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby Russian Rockman » Tue Oct 21, 2014 2:33 am

NarnKar wrote:Fire missile drone too stronk.

(Actually, Biohazard, I'd be interested in that randomized flagship you had: spacious layout, firebeam-flak-scatter-bomb. Just to see if I could do it.)

But that's why you can prepare for it by getting the Fire Suppression augment, or an anti-drone, or a drone uplink jammer. :twisted: Honestly I think the ion intruder drone was worse though. I love that part of the meta-game, it's much funner with Captain's Edition. Oh don't want to deal with boarders, get the Teleporter Jammer, don't want to deal with cloaking, get a Subspace Scanner. ;)

Although, IMO the drones are still a little inconsistent. There's no way tell exactly what drones the flagship will be using on what stage or if it will even use the listed drones at all. I liked rannl's idea though of listing the drones along with the systems, or something similar, so they only are listed if there is actually a drone system. You should be able to separate them into two categories for main drones and backup/secondary drones. With the secondary drones only being listed if there is actually a drone system.

By the way, you guys were talking about how giving the Flagship a Zoltan Shield augment would be OP, but I think it would be interesting if it had a the possibility of getting a Zoltan shield on the 1st & 2nd phase also.
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Estel
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby Estel » Tue Oct 21, 2014 1:49 pm

To be absolutely honest, I don't see anything OP in the Zoltan shield - it's non-regenarating 5 bubbles is a complete joke during flagship fight, a negilible thing. The regenerating, stronger one is much more of an issue (and only due to fact that it is, semi-randomly, regenerating, breaking "planning").

/Estel
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NarnKar
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby NarnKar » Tue Oct 21, 2014 2:23 pm

Estel wrote:To be absolutely honest, I don't see anything OP in the Zoltan shield - it's non-regenarating 5 bubbles is a complete joke during flagship fight, a negilible thing. The regenerating, stronger one is much more of an issue (and only due to fact that it is, semi-randomly, regenerating, breaking "planning").

/Estel


Agreed. I just thought it would be kind of funny to see someone go "IT HAS TWO ZOLTAN SHIELDS?!" and freak out for a bit.
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NarnKar
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Re: Flagship Randomizer 1.16 for AE, ACE and ACE Infinite

Postby NarnKar » Sun Oct 26, 2014 5:33 pm

Reddit user AyCarrumba shared an interesting story with r/ftlgame recently. His boss had Reverse Ion Field, and he had lots of Ion weaponry and hoped to stack the ions on top of each other.

But phase 3's Zoltan Shield + Ion Resist was...an interesting combination. Check out his story here.