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

Distribute and discuss mods that are functional. Moderator - Grognak
ikeelyou300
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Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Sun Feb 09, 2014 4:57 pm

Is that what I think it is Sleepy?
That looks like the hyperspace event you were talking about!!! :D

Whoever responded to my ramble, thanks. I don't expect you to agree with my ideas, but if you even like 1 idea out of the whole bunch I'm happy. It's a shame the Rock Ram won't work. How does it work in that one event though? Maybe it does nothing.

Kartoffelr wrote: I don't know if you played alot in this game, but most of these ideas don't work as great as you might imagine.
No weapons means you cant kill auto-scouts.
Longer cloak and no shield? How is that supposed to work? You already have to start without but you can buy the shield system.
4-6 Drone slots (i think you mean 4-6 drones at the same time)? You can already fuck up literally any enemy with a single fast Ion II drone + a random damage dealer.
The Zoltan shield gets eaten away in seconds if the enemy use drones. 4 or 6 Shields, it does not matter.


Actually I have played A LOT of this game. And that's how I got into modding. I might even do this myself for my own purposes. I said specifically that I don't think any of these ideas belong in CE.
These are ideas for making specialized ships.
A Mantis ship with no weapons can't kill an auto-scout. Um actually you can kill an autoscout if you have a lvl 2 teleporter. The ship still has 2 drones so one of those could finish it off. Of if you had the Clone Lab you could sacrifice a crew member.
Longer Cloak no Shield. Not sure if you know this, but you can make a ship unable to get Shields just by taking the Shield system out of the blueprint. Now everyone has the No Shield challenge ship they've always wanted.
Can destroy a ship with a single drone and weapon. Again, that's why this ship would have NO Weapons. Yes that's possible. Just remove the weapon room. Drones are generally more power expensive then weapons so you would need a little extra power to use all 4-6 drones. Maybe this ship could even have no shields. I was thinking about at least 2 of those drones being defense or on board drones.
A Zoltan Shield gets depleted fast. Yes, but 5-6 level shields could act as a partially charged Zoltan Shield. You can even give it a custom green image. Missiles are only meant to pierce 4 shields so if you had higher than that you could block missiles. Like a Zoltan Shield. It wouldn't matter if the normal Zoltan Shield got destroyed in this case. I actually tested this out and I still got hit by missiles occasionally and the 12 power requirement really is a pain. You're pretty much guaranteed to get hit since you can't put any power in engines.
spudcosmic
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Re: FTL Captain's Edition 1.099

Postby spudcosmic » Sun Feb 09, 2014 5:47 pm

I think it would be interesting to have some engineering events that come from trade goods. For example, if you have some armor plates goods, you could spend 150 scrap and make rock armor plating augment, or anther example maybe shield components can be made into zoltan shield (maybe requires zoltan on board as well.), also beacon parts could be reverse engineered into that beacon access augment. There are a lot more possibilities too, but I think this system could be exploited too because there isn't a way to remove augments from ships. You could, however; just inform the player that using a trade good twice in engineering is exploiting the system, and say the goods should now be traded at the shop for its base value. That's kind of cheesy though.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 9:56 pm

Sleepy, finally found my first icefield, and I found it a bit... a bit too white. It reminded me too much of the nanocloud, which is why I first freaked out until I saw the snow crystal sign.

You could make it a tiny bit bluish, maybe find another texture to use as ince chunks instead of the asteroids, and probably make the nanoclouds blacker. A white nanocloud just seems like a waste of luminical energy to me, though it certainly has its sophistiqué touch.

Also, one question: are all Homeworlds-type sectors unique? I recall the Rockmen one being at least, but I'm not so sure about the green ones.

On another note: do you have any data on the galaxy graph generation system? And do you know if unique sector types are always spawned?
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Sleeper Service
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Re: FTL Captain's Edition 1.099

Postby Sleeper Service » Sun Feb 09, 2014 10:10 pm

There is no real data on that. It seems to be pretty random. The sector map generation usually produces more or less colourful galaxies, but occasionally there are sector maps that feature almost exclusively one type (saw that happening for each categories already; all civilian, all hostile and all nebula galaxies are possible.) The vanilla home worlds are unique. Unique sectors will spawn only once per run, but it is not guaranteed that they spawn at all.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 10:43 pm

Uhm, did you touch the Rock Homeworlds' earliest position appearence limiter? I just went to The Holy Grounds as my second sector, complete with scrapping the Crystal wormhole device. You want it to be only 6th or 7th to not hurt Crystal quest chances.


If you want to gather testing data on galaxy graph generation, may I suggest disabling all but two kinds of sectors, then seeing the generated graphs depending on which minimum position you give to the second type.
I was more interested in the different edge configurations though, wodnering if more could be configured. Keep in mind that you can just use the FTL Save/Profile Editor to see the galaxy tree generated for each savefile, no need to go the the first exit beacon. Maybe you could make it so the first sector isn't always civilian, or even make it a unique sector type based on civilian but with, say two more events where a fellow federation human joins you.


Two questions: Can a single Internal Effector be used twice with an Internal Generator, and how wouldd using combat augments to disable weapons or artillery behave in a minefield, and particularly if you used a minelauncher blue option to avoid the background mines?

EDIT: Similarly, I would guess that you can't disable an auto-ship, auto-satellite or station's self-destruct sequence via combat augments, since their FTL drive will get enabled again when said sequence starts. That's kind of a big deal with the Stormwalker, since once said sequence starts you only have time to hit them once more with the Baal if that's the weapon that triggered the sequence.
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Sleeper Service
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Re: FTL Captain's Edition 1.099

Postby Sleeper Service » Sun Feb 09, 2014 11:12 pm

Mr. Mister wrote:Uhm, did you touch the Rock Homeworlds' earliest position appearence limiter? I just went to The Holy Grounds as my second sector, complete with scrapping the Crystal wormhole device. You want it to be only 6th or 7th to not hurt Crystal quest chances.


Ancient devices are available in some Rock controlled sector as well. Your crystal crew wont know where they are and they have a good chance to longer be operational (I think that was mentioned in the changelog.)

The first sector is only controllable to some extend (via pre existing lists). So are regular civilian sectors I have to assume. It does not really have something to do with the sector map.

Mr. Mister wrote:Two questions: Can a single Internal Effector be used twice with an Internal Generator, and how wouldd using combat augments to disable weapons or artillery behave in a minefield, and particularly if you used a minelauncher blue option to avoid the background mines.


Internal effector just can disable one thing at the same time. It's already a very versatile combat aug anyway. Using anything but other combat augments before the fight will usually let you still use the combat aug. This will also apply to the upcoming Subspace Scanner.

Mr. Mister wrote:EDIT: Similarly, I would guess that you can't disable an auto-ship, auto-satellite or station's self-destruct sequence via combat augments, since their FTL drive will get enabled again when said sequence starts. That's kind of a big deal with the Stormwalker, since once said sequence starts you only have time to hit them once more with the Baal if that's the weapon that triggered the sequence.


Yep. There could be an option for disabling piloting, but that would be overkill for any other opponent. Guess for now it's just up to you if you want to start firing on suicide capable stuff.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 11:21 pm

There goes an idea for a new aug then: something that has a chance of turning hostile rebel auto-ships/satellites neutral unless provoked further, avoiding the fight with them (and no rewards whatsoever from what they were protecting nor empty beacon options afterwards). It could solve the long balance problem with the Mantis B.

In events where you can try and avoid them already, this shouldm only be offered to be use if the previous avoiding attempt (normal or cloaking) failed.
Last edited by Mr. Mister on Sun Feb 09, 2014 11:22 pm, edited 1 time in total.
ikeelyou300
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Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Sun Feb 09, 2014 11:22 pm

Speaking of that it would still be interesting to have a Kamikaze AI ship with encased engines and piloting. it would even be more of a pain if it disabled your own piloting before trying to explode itself so you cant run away.

I really don't get what everyone's problem is with the Mantis B. You get a heck of a ton of scrap from boarding and if you come across an AI ship you can just run away. AI ships generally appear in nebulas so I just avoid nebulas like the plague and everything's fine. I liked the idea of the Clone Lab aboard the Mantis ship because it made it like a swarm ship. The "Mantis disregard individual lives" so you could board ships and not care if your crew died because you'd just clone more. This seemed to be imbalanced on that particular ship though. It would make for a nice custom ship however, and it could just have a custom augment like Mantis hive/hatchery.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 11:29 pm

ikeelyou300 wrote:It would even be more of a pain if it disabled your own piloting before trying to explode itself so you cant run away.


I don't know how to explian that, but as long as it disables their own weapons to redirect power, I'm okay with it. Encased cockpit would only work on auto-satellites though, as you need someone on the cockpit for the FTL to charge otherwise.
Kartoffelr

Re: FTL Captain's Edition 1.099

Postby Kartoffelr » Mon Feb 10, 2014 10:15 am

ikeelyou300 wrote:Speaking of that it would still be interesting to have a Kamikaze AI ship with encased engines and piloting. it would even be more of a pain if it disabled your own piloting before trying to explode itself so you cant run away.

What exactly would be "interesting" with that? It sounds like a big pain in the ass. :lol:
Also, what sentinent AI decide to suicide with unbreakable engines and piloting, which means that it could simply jump away?
(Even this would be a huge pain.)