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

Distribute and discuss mods that are functional. Moderator - Grognak
Post Reply
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by stylesrj »

oesis wrote:stylesrj, well they don't have a set cooldown, but different drones attack faster or slower on average. So I was looking for the average time it would take each drone to take a shot?
Then check the drone's speed itself. That'll determine how fast it fires.

---------------

By the way Sleeper Service, why do Minelayer Drones exist? For the cost of 1 Drone Part, you get a bazillion missiles worth of damage. For the enemy team. :lol:
Because no one but the bad guys use them and they use them a lot and combine them with missile launchers to make it even more frustrating. I mean I just got my ship patched up and this little bugger is rapidly firing mines at me.
User avatar
NarnKar
Posts: 778
Joined: Thu Jun 19, 2014 4:24 pm

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by NarnKar »

Mines in general are pretty OP, both on your side and on your opponent's side.

Enemy mines mean that you take absurdly rapid attrition damage in a game that's all about minimizing attrition damage. It's only hull, but hull points go a long way, longer than system damage.

Mines on my side mean that I can delay the Rebel Fleet three or four times per sector.

I was playing with CE Infinite, and for some reason the Oya Mines were the absurdly low price of 10 scrap. All of this power, might, and aggravation...for 10 scrap. And with infinite, I had practically unlimited missiles.
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by Russian Rockman »

Spent another day spellchecking the mod. Today I fixed a few other miscellaneous errors, but what I mainly focused on today was changing all of the text references to crew members or potential crew members to "Gender Neutral" words. Inspired by the Equal Opportunity Employment mod. ;)

For example:
Him ---> Them
His ---> Their
He ---> They
BlueTemplar
Posts: 42
Joined: Tue Apr 15, 2014 11:48 pm

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by BlueTemplar »

But you can't just change singular to plural in most instances...
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by kartoFlane »

Actually, 'they' is commonly used as a gender-neutral singular pronoun, although its use is sometimes argued.
Superluminal2 - a ship editor for FTL
Samario
Posts: 4
Joined: Sun Jan 18, 2015 11:43 am

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by Samario »

Hm.
Just having CE on its own seems to crash the game semi-randomly (I had it crash once before the first message disappeared and once jumping to a store connected to the exit). Why does this happen?

<also hi I guess>
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by Sleeper Service »

Thanks for your help with spellchecking, Rockman. Please note that you changes won't be integrated until you push them to me on github. This will also assure that no one spends time correcting the same mistakes as you do. ;)
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by Russian Rockman »

BlueTemplar wrote:But you can't just change singular to plural in most instances...
Yeah those words are not only plural. Also, I've never heard of the use of them, they, or their to refer to a singular individual of non specified sex being arguably invalid karto. Though, I'm not an English professor.

"Pay the ransom or I'm going to kill him" ---> "Pay the ransom or I'm going to kill them"
"Your crewmember is in his personal quarters" --> "Your crewmember is in their personal quarters"
"He defeats the Mantis with a mighty blow" ---> "They defeat the Mantis with one mighty blow"
All of these are perfectly proper sentences, as long as you've identified who "they" are previously, which the texts always do. Your crewman, crewmember, crew, etc...

Speaking of that, I left crewman the same in most instances because it apparently can be used to refer to any gender.

Also, I didn't just use Find and Replace, I changed each instance on my own after carefully reading the entire context. I was worried that it wouldn't flow as well, but it actually didn't change most texts at all.

Well enough of that... English was always a boring subject... ZZZZ
Sleeper Service wrote:Thanks for your help with spellchecking, Rockman. Please note that you changes won't be integrated until you push them to me on github. This will also assure that no one spends time correcting the same mistakes as you do. ;)
Thanks Sleeper, I just figured out how to use Git literally two days ago so I need to figure out how the pushing changes works. I wanted to go through everything at least one more time to make sure nothing was blatantly wrong before I push them anyway. Don't want to create any new problems.

Also, if we want to do something with events non-spellcheck related now. For example, add a blue option. Can we do that on Git now and submit it to you to consider? Or would you rather have that Git be used only for spellchecking and we should still use the CE events thread to propose new events and event changes.

Oh, and before I forget, there is a problem with some of the new names introduced in one of the last updates. Some of the characters are not recognized by the game. I don't know exactly which ones yet, but it is a reasonably common error. The game will just display a blank square instead of the character it doesn't understand. You could remove the problem names entirely once you find which ones have issues, though it would be much better if you could just rework them to not use whatever character is causing the problem. Since they are supposed to be alien names anyway.
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by stylesrj »

NarnKar wrote:Mines in general are pretty OP, both on your side and on your opponent's side.

Enemy mines mean that you take absurdly rapid attrition damage in a game that's all about minimizing attrition damage. It's only hull, but hull points go a long way, longer than system damage.

Mines on my side mean that I can delay the Rebel Fleet three or four times per sector.

I was playing with CE Infinite, and for some reason the Oya Mines were the absurdly low price of 10 scrap. All of this power, might, and aggravation...for 10 scrap. And with infinite, I had practically unlimited missiles.
I still think mine drones should not exist, because mine launchers run out of missiles. Mine Drones will pummel you to pieces forever and in CE Infinite where stores are rare and I have to violate the 75% hull repair principle because I don't know when the next shop or event will be...
Samario
Posts: 4
Joined: Sun Jan 18, 2015 11:43 am

Re: FTL Captain's Edition 1.267/Inf 1.27/EL 1.266

Post by Samario »

I may as well throw in my two cents on this whilst I'm here...
From the little I can play without it crashing on me, it does seem to overhaul the game quite nicely, though as a) it's incompatible I think with disabling fleets and b) the game is quite unstable on my end, I can't really talk about how balanced it is...
Post Reply