This is a fair point - 2 extra hops is based on getting to the exit only, as the Rebels are slowed to only 80% in a Nebula Sector. There's the natural downside that Nebula exit beacons are always dead, but that's all the more reason to dive past; grabbing 2 extra beacons diving past means an effective +1 (since standard exit beacons are guaranteed neutral events), so roundabout 3 extra hops in a fairly standard case? Haven't looked at it too throughly in AE though, that could be slightly off.itg wrote:2 extra hops sounds low to me, based on experience. If the beacon is far to the right, the number of extra beacons increases proportionally, but if it's far to the left, you actually tend to do even better relative to a non-nebula sector with similar placement, since you can safely go far past the exit without having to worry about the ASB on the way back. That's one reason I think you're a lot less likely to get screwed by a crappy sector if you go purple.
Favorite sector
- Twinge
- Posts: 281
- Joined: Thu Sep 20, 2012 4:04 am
Re: Favorite sector
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- Posts: 43
- Joined: Sat Mar 29, 2014 10:12 pm
Re: Favorite sector
We may be both deluding ourselves, but this is my impression as well. Perhaps we can organize a group test?Snow Job wrote:I may be going on confirmation bias here, but I could swear Zoltan sectors always have nebula nodes in them, and those nebulae tend to be larger than in other friendly or hostile sectors.
-
- Posts: 130
- Joined: Fri Nov 08, 2013 8:37 am
Re: Favorite sector
I was thinking about 4 extra hops, but it's not much more than a guess, really. One more reason I think it would be interesting to try to collect some stats.Twinge wrote:This is a fair point - 2 extra hops is based on getting to the exit only, as the Rebels are slowed to only 80% in a Nebula Sector. There's the natural downside that Nebula exit beacons are always dead, but that's all the more reason to dive past; grabbing 2 extra beacons diving past means an effective +1 (since standard exit beacons are guaranteed neutral events), so roundabout 3 extra hops in a fairly standard case? Haven't looked at it too throughly in AE though, that could be slightly off.itg wrote:2 extra hops sounds low to me, based on experience. If the beacon is far to the right, the number of extra beacons increases proportionally, but if it's far to the left, you actually tend to do even better relative to a non-nebula sector with similar placement, since you can safely go far past the exit without having to worry about the ASB on the way back. That's one reason I think you're a lot less likely to get screwed by a crappy sector if you go purple.
-
- Posts: 25
- Joined: Sun Apr 20, 2014 10:06 pm
Re: Favorite sector
I'll start writing down nebula node counts in every Zoltan sector I play through. If you come up with a more sophisticated test, I'm all ears.stvip wrote:We may be both deluding ourselves, but this is my impression as well. Perhaps we can organize a group test?Snow Job wrote:I may be going on confirmation bias here, but I could swear Zoltan sectors always have nebula nodes in them, and those nebulae tend to be larger than in other friendly or hostile sectors.
-
- Posts: 130
- Joined: Fri Nov 08, 2013 8:37 am
Re: Favorite sector
I just finished a Zoltan sector with two nebula beacons. So there's one data point.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Favorite sector
You can get information on beacon and event distribution from the game files.
<event name> marks event lists used in the respective sector. As you can see, Zoltan sectors can feature two to six nebula beacons. 
Code: Select all
Spoilers on sector data ahead:
<sectorDescription name="CIVILIAN_SECTOR" minSector="0" unique="false">
<nameList>
<name>Civilian Sector</name>
</nameList>
<trackList>
<track>civilian</track>
<track>cosmos</track>
<track>milkyway</track>
<track>lostship</track>
</trackList>
<!-- <startEvent>START_BEACON_CIVILIAN</startEvent> JUSTIN TO DO-->
<event name="STORE" min="2" max="3"/>
<event name="ITEMS" min="2" max="3"/>
<event name="NEUTRAL_CIVILIAN" min="2" max="4"/>
<event name="NOTHING" min="1" max="2"/>
<event name="DISTRESS_BEACON" min="1" max="2"/>
<event name="HOSTILE_CIVILIAN" min="4" max="6"/>
<event name="NEBULA" min="0" max="8"/>
<!-- <event name="HOSTILE_BOARDING" min="0" max="1"/>-->
<event name="QUESTS" min="0" max="2"/>
<event name="HOSTILE1" min="2" max="2"/>
<!-- JUSTIN CHANGE THESE -->
</sectorDescrption>
<sectorDescription name="ENGI_SECTOR" minSector="0" unique="false">
<nameList>
<name>Engi Controlled Sector</name>
</nameList>
<trackList>
<track>engi</track>
<track>cosmos</track>
<track>hacking</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="1"/>
<blueprint name="mantis" rarity="0"/>
<blueprint name="energy" rarity="4"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="0"/>
<blueprint name="human" rarity="3"/>
</rarityList>
<startEvent>START_BEACON_ENGI</startEvent>
<event name="STORE_ENGI" min="2" max="3"/>
<event name="ITEMS" min="2" max="2"/>
<event name="NOTHING_ENGI" min="1" max="2"/>
<event name="ITEMS_ENGI" min="3" max="3"/>
<event name="DISTRESS_BEACON_ENGI" min="1" max="3"/>
<event name="QUESTS_ENGI" min="1" max="1"/>
<event name="NEUTRAL_ENGI" min="4" max="6"/>
<event name="HOSTILE_ENGI" min="5" max="7"/>
</sectorDescrption>
<sectorDescription name="ENGI_HOME" minSector="2" unique="true">
<nameList>
<name>Engi Homeworlds</name>
</nameList>
<trackList>
<track>engi</track>
<track>cosmos</track>
<track>hacking</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="1"/>
<blueprint name="mantis" rarity="0"/>
<blueprint name="energy" rarity="4"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="0"/>
<blueprint name="human" rarity="3"/>
</rarityList>
<startEvent>START_BEACON_ENGI</startEvent>
<event name="ENGI_UNLOCK_1" min="1" max="1"/>
<event name="STORE_ENGI" min="2" max="3"/>
<event name="ITEMS" min="2" max="2"/>
<event name="NOTHING_ENGI" min="1" max="2"/>
<event name="ITEMS_ENGI" min="3" max="3"/>
<event name="DISTRESS_BEACON_ENGI" min="1" max="3"/>
<event name="QUESTS_ENGI" min="1" max="1"/>
<event name="NEUTRAL_ENGI" min="5" max="7"/>
<event name="HOSTILE_ENGI" min="5" max="7"/>
</sectorDescrption>
<!-- --------------------
HOSTILE SECTORS
----------------------->
<sectorDescription name="PIRATE_SECTOR" minSector="0" unique="false">
<nameList>
<name>Pirate Controlled Sector</name>
</nameList>
<trackList>
<track>colonial</track>
<track>void</track>
<track>lostship</track>
<track>hacking</track>
</trackList>
<startEvent>START_BEACON_PIRATE</startEvent>
<event name="STORE_PIRATE" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="HOSTILE_PIRATE" min="6" max="8"/>
<event name="BOARDERS_PIRATE" min="1" max="1"/>
<event name="DISTRESS_BEACON_PIRATE" min="1" max="2"/>
<event name="NEBULA_PIRATE" min="0" max="5"/>
<event name="NOTHING_PIRATE" min="1" max="2"/> <!-- need more -->
<event name="QUESTS_PIRATE" min="0" max="1"/> <!-- need more -->
<event name="NEUTRAL_PIRATE" min="5" max="6"/>
</sectorDescrption>
<sectorDescription name="REBEL_SECTOR_MINIBOSS" minSector="4" unique="true"> <!-- This is the unique sector that has the mini-boss fight-->
<nameList>
<name>Rebel Stronghold</name>
</nameList>
<trackList>
<track>colonial</track>
<track>wasteland</track>
<track>hacking</track>
<track>lostship</track>
</trackList>
<startEvent>START_BEACON_REBEL</startEvent>
<event name="FLAGSHIP_CONSTRUCTION" min="1" max="1"/>
<event name="STORE_REBEL" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="HOSTILE_REBEL" min="6" max="8"/>
<event name="BOARDERS_REBEL" min="1" max="1"/>
<event name="DISTRESS_BEACON_REBEL" min="1" max="2"/>
<event name="NEBULA_REBEL" min="0" max="5"/>
<event name="NOTHING_REBEL" min="1" max="2"/> <!-- need more -->
<event name="QUESTS_REBEL" min="0" max="2"/> <!-- need more -->
<event name="NEUTRAL_REBEL" min="5" max="6"/>
</sectorDescrption>
<sectorDescription name="REBEL_SECTOR" minSector="0" unique="false">
<nameList>
<name>Rebel Controlled Sector</name>
</nameList>
<trackList>
<track>colonial</track>
<track>wasteland</track>
<track>lostship</track>
<track>hacking</track>
</trackList>
<startEvent>START_BEACON_REBEL</startEvent>
<event name="STORE_REBEL" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="HOSTILE_REBEL" min="6" max="8"/>
<event name="BOARDERS_REBEL" min="1" max="1"/>
<event name="DISTRESS_BEACON_REBEL" min="1" max="2"/>
<event name="NEBULA_REBEL" min="0" max="5"/>
<event name="NOTHING_REBEL" min="1" max="2"/> <!-- need more -->
<event name="QUESTS_REBEL" min="0" max="2"/> <!-- need more -->
<event name="NEUTRAL_REBEL" min="5" max="6"/>
</sectorDescrption>
<sectorDescription name="MANTIS_SECTOR" minSector="0" unique="false">
<nameList>
<name>Mantis Controlled Sector</name>
</nameList>
<trackList>
<track>mantis</track>
<track>debris</track>
<track>void</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="3"/>
<blueprint name="mantis" rarity="1"/>
<blueprint name="energy" rarity="0"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="4"/>
<blueprint name="human" rarity="2"/>
</rarityList>
<startEvent>START_BEACON_MANTIS</startEvent>
<event name="STORE_MANTIS" min="1" max="2"/>
<event name="NOTHING_MANTIS" min="2" max="3"/>
<event name="DISTRESS_BEACON_MANTIS" min="1" max="3"/>
<event name="HOSTILE_MANTIS" min="6" max="7"/>
<event name="BOARDERS_MANTIS" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="NEUTRAL_MANTIS" min="6" max="7"/>
</sectorDescrption>
<sectorDescription name="MANTIS_HOME" minSector="2" unique="true">
<nameList>
<name>Mantis Homeworlds</name>
</nameList>
<trackList>
<track>mantis</track>
<track>debris</track>
<track>void</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="3"/>
<blueprint name="mantis" rarity="1"/>
<blueprint name="energy" rarity="0"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="4"/>
<blueprint name="human" rarity="2"/>
</rarityList>
<startEvent>START_BEACON_MANTIS</startEvent>
<event name="MANTIS_NAMED_THIEF" min="1" max="1"/>
<event name="STORE_MANTIS" min="1" max="2"/>
<event name="NOTHING_MANTIS" min="2" max="3"/>
<event name="DISTRESS_BEACON_MANTIS" min="1" max="3"/>
<event name="HOSTILE_MANTIS" min="6" max="7"/>
<event name="BOARDERS_MANTIS" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="NEUTRAL_MANTIS" min="6" max="7"/>
</sectorDescrption>
<!-- --------------------
NEBULA SECTORS
----------------------->
<sectorDescription name="NEBULA_SECTOR" minSector="0" unique="false">
<nameList>
<name>Uncharted Nebula</name>
</nameList>
<trackList>
<track>deepspace</track>
<track>void</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="4"/>
<blueprint name="mantis" rarity="4"/>
<blueprint name="energy" rarity="4"/>
<blueprint name="slug" rarity="3"/>
<blueprint name="rock" rarity="4"/>
<blueprint name="human" rarity="1"/>
</rarityList>
<startEvent>START_BEACON_NEBULA</startEvent>
<event name="STORE" min="0" max="1"/>
<event name="ITEMS" min="1" max="3"/>
<event name="NEBULA_STORE" min="1" max="1"/>
<event name="NEBULA_EMPTY" min="4" max="4"/>
<event name="NEBULA_HOSTILE" min="5" max="6"/>
<event name="NEBULA_NEUTRAL" min="7" max="8"/>
<event name="DISTRESS_BEACON" min="1" max="3"/>
</sectorDescrption>
<sectorDescription name="SLUG_HOME" minSector="3" unique="true">
<nameList>
<name>Slug Home Nebula</name>
</nameList>
<trackList>
<track>slug</track>
<track>debris</track>
<track>wasteland</track>
<track>deepspace</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="4"/>
<blueprint name="mantis" rarity="4"/>
<blueprint name="energy" rarity="4"/>
<blueprint name="slug" rarity="2"/>
<blueprint name="rock" rarity="4"/>
<blueprint name="human" rarity="2"/>
</rarityList>
<startEvent>START_BEACON_SLUG</startEvent>
<event name="NEBULA_SLUG_FIGHT_UNLOCK" min="1" max="1"/>
<event name="STORE" min="0" max="1"/>
<event name="NEBULA_STORE_SLUG" min="2" max="2"/>
<event name="ITEMS" min="0" max="2"/>
<event name="NOTHING_SLUG" min="0" max="2"/>
<event name="HOSTILE_SLUG" min="1" max="2"/>
<event name="DISTRESS_BEACON_SLUG" min="3" max="4"/>
<event name="NEBULA_NOTHING_SLUG" min="2" max="4"/>
<event name="NEBULA_HOSTILE_SLUG" min="5" max="7"/>
<event name="STORM_SLUG" min="1" max="3"/>
<event name="NEBULA_NEUTRAL_SLUG" min="3" max="5"/>
<event name="NEUTRAL" min="1" max="2"/>
</sectorDescrption>
<sectorDescription name="SLUG_SECTOR" minSector="3" unique="false">
<nameList>
<name>Slug Controlled Nebula</name>
</nameList>
<trackList>
<track>slug</track>
<track>debris</track>
<track>wasteland</track>
<track>deepspace</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="4"/>
<blueprint name="mantis" rarity="4"/>
<blueprint name="energy" rarity="4"/>
<blueprint name="slug" rarity="2"/>
<blueprint name="rock" rarity="4"/>
<blueprint name="human" rarity="2"/>
</rarityList>
<startEvent>START_BEACON_SLUG</startEvent>
<event name="STORE" min="0" max="1"/>
<event name="NEBULA_STORE_SLUG" min="2" max="2"/>
<event name="ITEMS" min="0" max="2"/>
<event name="NOTHING_SLUG" min="0" max="2"/>
<event name="HOSTILE_SLUG" min="1" max="2"/>
<event name="DISTRESS_BEACON_SLUG" min="3" max="4"/>
<event name="NEBULA_NOTHING_SLUG" min="2" max="4"/>
<event name="NEBULA_HOSTILE_SLUG" min="5" max="7"/>
<event name="STORM_SLUG" min="1" max="3"/>
<event name="NEBULA_NEUTRAL_SLUG" min="3" max="5"/>
<event name="NEUTRAL" min="1" max="2"/>
</sectorDescrption>
<!-- --------------------
UNKNOWN SECTORS
make this have the unique map exploring (cant see all nodes, slow rebel movement), filled with many empty, some normal pirates/civilizations, + some special "discover new aliens" events
----------------------->
<sectorDescription name="DEEP_SPACE_SECTOR" minSector="0" unique="false">
<nameList>
</nameList>
<event name="STORE" min="2" max="4"/>
</sectorDescrption>
<sectorDescription name="ABANDONED_SECTOR" minSector="0" unique="false">
<nameList>
</nameList>
<event name="STORE" min="2" max="4"/>
</sectorDescrption>
<sectorDescription name="ZOLTAN_SECTOR" minSector="1" unique="false">
<nameList>
<name>Zoltan Controlled Sector</name>
</nameList>
<trackList>
<track>zoltan</track>
<track>cosmos</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="3"/>
<blueprint name="mantis" rarity="3"/>
<blueprint name="energy" rarity="1"/>
<blueprint name="slug" rarity="3"/>
<blueprint name="rock" rarity="3"/>
<blueprint name="human" rarity="2"/>
</rarityList>
<startEvent>START_BEACON_ZOLTAN</startEvent>
<event name="ZOLTAN_CREW_STUDY" min="1" max="1"/>
<event name="STORE_ZOLTAN" min="2" max="2"/>
<event name="NOTHING_ZOLTAN" min="1" max="2"/>
<event name="DISTRESS_BEACON_ZOLTAN" min="1" max="2"/>
<event name="NEBULA_ZOLTAN" min="2" max="6"/>
<event name="HOSTILE_ZOLTAN" min="6" max="8"/>
<event name="BOARDERS_ZOLTAN" min="1" max="2"/>
<event name="ITEM_ZOLTAN" min="1" max="2"/>
<event name="QUESTS_ZOLTAN" min="0" max="1"/>
<event name="NEUTRAL_ZOLTAN" min="5" max="6"/>
</sectorDescrption>
<sectorDescription name="ZOLTAN_HOME" minSector="2" unique="true">
<nameList>
<name>Zoltan Homeworlds</name>
</nameList>
<trackList>
<track>zoltan</track>
<track>cosmos</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="3"/>
<blueprint name="mantis" rarity="3"/>
<blueprint name="energy" rarity="1"/>
<blueprint name="slug" rarity="3"/>
<blueprint name="rock" rarity="3"/>
<blueprint name="human" rarity="2"/>
</rarityList>
<startEvent>START_BEACON_ZOLTAN</startEvent>
<event name="ZOLTAN_CREW_STUDY" min="1" max="1"/>
<event name="ZOLTAN_PEACE_QUEST" min="1" max="1"/>
<event name="STORE_ZOLTAN" min="2" max="2"/>
<event name="NOTHING_ZOLTAN" min="1" max="2"/>
<event name="DISTRESS_BEACON_ZOLTAN" min="1" max="2"/>
<event name="NEBULA_ZOLTAN" min="2" max="6"/>
<event name="HOSTILE_ZOLTAN" min="6" max="8"/>
<event name="BOARDERS_ZOLTAN" min="1" max="2"/>
<event name="ITEM_ZOLTAN" min="1" max="2"/>
<event name="QUESTS_ZOLTAN" min="0" max="1"/>
<event name="NEUTRAL_ZOLTAN" min="5" max="6"/>
</sectorDescrption>
<sectorDescription name="ROCK_SECTOR" minSector="1" unique="false">
<nameList>
<name>Rock Controlled Sector</name>
</nameList>
<trackList>
<track>rock</track>
<track>wasteland</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="0"/>
<blueprint name="mantis" rarity="0"/>
<blueprint name="energy" rarity="3"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="1"/>
<blueprint name="human" rarity="2"/>
<blueprint name="BOMB_LOCK" rarity="4"/>
</rarityList>
<!--<event name="STORE" min="2" max="4"/>-->
<startEvent>START_BEACON_ROCK</startEvent>
<event name="STORE_ROCK" min="2" max="2"/>
<event name="NOTHING_ROCK" min="2" max="3"/>
<event name="DISTRESS_BEACON_ROCK" min="1" max="2"/>
<event name="HOSTILE_ROCK" min="6" max="8"/>
<event name="BOARDERS_ROCK" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="QUESTS_ROCK" min="0" max="1"/>
<event name="NEUTRAL_ROCK" min="7" max="8"/>
</sectorDescrption>
<sectorDescription name="ROCK_HOME" minSector="4" unique="true">
<nameList>
<name>Rock Homeworlds</name>
</nameList>
<trackList>
<track>rock</track>
<track>wasteland</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="0"/>
<blueprint name="mantis" rarity="0"/>
<blueprint name="energy" rarity="3"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="1"/>
<blueprint name="human" rarity="2"/>
<blueprint name="BOMB_LOCK" rarity="2"/>
</rarityList>
<!--<event name="STORE" min="2" max="4"/>-->
<startEvent>START_BEACON_ROCK</startEvent>
<event name="ROCK_CRYSTAL_BEACON" min="1" max="1"/> <!-- CRYSTAL UNLOCK-->
<event name="ROCK_UNLOCK1" min="1" max="1"/>
<event name="STORE_ROCK" min="2" max="2"/>
<event name="NOTHING_ROCK" min="2" max="3"/>
<event name="DISTRESS_BEACON_ROCK" min="1" max="2"/>
<event name="HOSTILE_ROCK" min="6" max="8"/>
<event name="BOARDERS_ROCK" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="QUESTS_ROCK" min="0" max="1"/>
<event name="NEUTRAL_ROCK" min="7" max="8"/>
</sectorDescrption>
<!-- --------------------
HIDDEN SECTORS
----------------------->
<!-- carbon copy of slugs for now just as filler so i can run tests -->
<sectorDescription name="CRYSTAL_HOME" minSector="0" unique="true">
<nameList>
<name>Hidden Crystal Worlds</name>
</nameList>
<trackList>
<track>debris</track>
<track>wasteland</track>
<track>deepspace</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="0"/>
<blueprint name="mantis" rarity="0"/>
<blueprint name="energy" rarity="0"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="0"/>
<blueprint name="human" rarity="0"/>
<blueprint name="crystal" rarity="1"/>
<blueprint name="LASER_BURST_1" rarity="0"/>
<blueprint name="LASER_BURST_2" rarity="0"/>
<blueprint name="LASER_BURST_2_A" rarity="0"/>
<blueprint name="LASER_BURST_3" rarity="0"/>
<blueprint name="LASER_BURST_5" rarity="0"/>
<blueprint name="LASER_HEAVY_1" rarity="0"/>
<blueprint name="LASER_HEAVY_2" rarity="0"/>
<blueprint name="MISSILES_1" rarity="0"/>
<blueprint name="MISSILES_2" rarity="0"/>
<blueprint name="MISSILES_2_PLAYER" rarity="0"/>
<blueprint name="MISSILES_3" rarity="0"/>
<blueprint name="MISSILES_BURST" rarity="0"/>
<blueprint name="MISSILES_BREACH" rarity="0"/>
<blueprint name="BEAM_1" rarity="0"/>
<blueprint name="BEAM_2" rarity="0"/>
<blueprint name="BEAM_3" rarity="0"/>
<blueprint name="BEAM_LONG" rarity="0"/>
<blueprint name="BEAM_FIRE" rarity="0"/>
<blueprint name="BOMB_BREACH_1" rarity="0"/>
<blueprint name="BOMB_BREACH_2" rarity="0"/>
<blueprint name="ION_1" rarity="0"/>
<blueprint name="ION_2" rarity="0"/>
<blueprint name="ION_4" rarity="0"/>
<blueprint name="BOMB_1" rarity="0"/>
<blueprint name="BOMB_FIRE" rarity="0"/>
<blueprint name="BOMB_ION" rarity="0"/>
<blueprint name="BOMB_HEAL" rarity="0"/>
<blueprint name="LASER_HULL_1" rarity="0"/>
<blueprint name="LASER_HULL_2" rarity="0"/>
<blueprint name="BEAM_HULL" rarity="0"/>
<blueprint name="MISSILES_HULL" rarity="0"/>
<blueprint name="BOMB_LOCK" rarity="3"/>
<blueprint name="CRYSTAL_BURST_1" rarity="1"/>
<blueprint name="CRYSTAL_BURST_2" rarity="4"/>
<blueprint name="CRYSTAL_HEAVY_1" rarity="2"/>
<blueprint name="CRYSTAL_HEAVY_2" rarity="5"/>
</rarityList>
<startEvent>START_BEACON_CRYSTAL</startEvent>
<event name="STORE_CRYSTAL" min="2" max="3"/>
<event name="ITEMS_CRYSTAL" min="2" max="2"/>
<event name="NOTHING_CRYSTAL" min="2" max="2"/>
<event name="HOSTILE_CRYSTAL" min="6" max="10"/>
<event name="BOARDERS_CRYSTAL" min="1" max="2"/>
<event name="NEUTRAL_CRYSTAL" min="12" max="12"/>
</sectorDescrption>
<sectorDescription name="LANIUS_SECTOR" minSector="1" unique="false">
<nameList>
<name>Abandoned Sector</name>
</nameList>
<trackList>
<track>shrike</track>
<track>deepspace</track>
<track>wasteland</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="3"/>
<blueprint name="mantis" rarity="3"/>
<blueprint name="energy" rarity="4"/>
<blueprint name="slug" rarity="4"/>
<blueprint name="rock" rarity="3"/>
<blueprint name="human" rarity="2"/>
<blueprint name="anaerobic" rarity="2"/>
</rarityList>
<startEvent>START_BEACON_LANIUS</startEvent>
<event name="STORE_LANIUS" min="2" max="2"/>
<event name="NOTHING_LANIUS" min="1" max="2"/>
<event name="DISTRESS_BEACON_LANIUS" min="1" max="2"/>
<!-- <event name="NEBULA_LANIUS" min="2" max="6"/> -->
<event name="HOSTILE_LANIUS" min="5" max="6"/>
<event name="HOSTILE_ENVIRONMENT_LANIUS" min="1" max="2"/>
<event name="BOARDERS_LANIUS" min="1" max="2"/>
<event name="ITEM_LANIUS" min="2" max="4"/>
<event name="QUESTS_LANIUS" min="0" max="1"/>
<event name="NEUTRAL_LANIUS" min="5" max="6"/>
</sectorDescrption>

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- Posts: 328
- Joined: Sat Sep 21, 2013 6:43 pm
Re: Favorite sector
Awww, providing solid data from the game files is so much worse than comparing experimental anecdotes... that's practically cheating and inhibiting wild speculation 
I just wanted to provide data that I had 5 nebula beacons in a Zoltan controlled sector, so there.

I just wanted to provide data that I had 5 nebula beacons in a Zoltan controlled sector, so there.
- Twinge
- Posts: 281
- Joined: Thu Sep 20, 2012 4:04 am
Re: Favorite sector
Game files aren't entirely accurate on nebula counts because of how sectors are generated, though. The way I understand it, nebula beacons are assigned (and grouped together) and then nebula graphics are assigned to those beacons, and if those graphics happen to overlap a normal beacon then it's consumed and beacons a nebula beacon as well. (It's something along those lines, anyway - there's a fairly small chance for extra nebula beacons because of how the sectors are created.)
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- Posts: 43
- Joined: Sat Mar 29, 2014 10:12 pm
Re: Favorite sector
Thanks. Unfortunately, I'm still not sure what the answer is - it seems Zoltan Sectors do have on average more Nebula Becaons than Hostile Sectors (2-6 vs. 0-5), but not necessarily more than other Civllian Sectors (0-8 - I'm assuming where the data is missing, it is inherited from the upper specification?). However, with the vagaries mentioned below about how the Nebulas are connected after the random placement, the answer still isn't clear, at least to me.Sleeper Service wrote:You can get information on beacon and event distribution from the game files.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Favorite sector
What twinge pointed out is true as far as we can tell. But it does not factor too much into the comparison, as all sectors can have this effect happen. Sectors that get rolled a large nebula are more likely to get additional nebula beacons due to the way the map nebula converts covered beacons to nebula events. A pirate sector that gets 5 nebula beacons is likely to convert, which can result in 6 or more actual nebula beacons. A Zoltan sector that gets rolled 8 beacons gets a larger map nebula, which is even more likely to convert some non nebula beacon to nebula. 10 beacons of nebula in Zoltan space might be possible, although not very likely.
IMO the main difference between Zoltan and Civilian is that Zoltan nebula are more prefictable. Zoltan sectors will always have at last a small nebula (with different possible events than civilian Nebula) and can often have a larger one. The civilian sector nebula can have a broader range of size. They can be even larger than in Zoltan sectors, or not existent at all.stvip wrote:Thanks. Unfortunately, I'm still not sure what the answer is - it seems Zoltan Sectors do have on average more Nebula Becaons than Hostile Sectors (2-6 vs. 0-5), but not necessarily more than other Civllian Sectors (0-8 - I'm assuming where the data is missing, it is inherited from the upper specification?). However, with the vagaries mentioned below about how the Nebulas are connected after the random placement, the answer still isn't clear, at least to me.