First of all thanks for the response Sleeper.
Sleeper Service wrote:ikeelyou300 wrote: perhaps the Boss's weapon rooms could be connected to the rest of the ship?
Apparently, that is messing up the crews pathing and has them ignore the weapon rooms. Odd and obviously glitchy, else I would immediately do it.
Yeah I understand the dumb path-finding, but that's why I said you would need to give the Boss a system repair drone because it WILL repair the weapons room. You don't have to do that, but something to consider... Before I thought this would help with the event with the sun, but that isn't really an issue anymore with the AI takeover. But for my own purposes I've done this for myself and this is basically what happens. I gave the Boss a system repair drone and it will go repair the artillery rooms so basically anyone I teleport in, if they leave, the room will be repaired so I have to keep someone in there if I want it to stay down. The system repair drone will just keep coming until I hit some other system and i gets a new target... To fix the issue that no one comes to fight you in the artillery rooms I gave the boss a combat drone as well (all this is the first phase), but that made it really hard to destroy the weapons rooms because you have to basically teleport one team in to have them distract the combat drone and teleport another team into a different room then teleport the other team out before they die and its just a big pain... With the addition of the artillery in the first phase I thought that bit was unnecessary. It's weird that the drones' pathfinding is fine, but the human crew's pathfinding is dumb.
On another note I gave the boss more crew on the first phase and guess what? they carried over to the subsequent phases, the wierdest thing is though if you give them other races those races will become humans in the next phases, but they will still carry over...
Sleeper Service wrote:ikeelyou300 wrote:Mr. mister also suggested changing the Crystal Vengeance projectile to a purple electrified projectile.
I liked the idea to gain a temporary advantage by droping your engines and deliberately taking hits. But IMO a crystal ion weapon does not match the lore and feels quite out of place. The crystals are obviously relying solely on their physical projectile weapons and their shield piercing. I want the aug to remain true to that. Having it fire multiple projectiles does not work, unfortunately, I was going for that before. Also keep in mind that the aug can also used against you. I'm also not sure if it would actually work as Mr. Mister described. As far as I know, shield piercing projectiles with ion effect always apply their ion damage to shields first, you basically cant piece shields with ion.
That's a huge bummer, but I kind of knew it couldn't be changed.

I don't think Crystal Vengeance is as worthless as most people think though and giving it a higher percentage helps it a bit. It's just that compared to the other augments it isn't as good. The only reason I keep ANY of the other special race specific augments is because of the Blue options hey give in CE. If this had those I would consider keeping it more, but tying Blue events to the Crystal crew themselves would probably be better.
Still, would you consider making a weapon such as the one Mr. Mister proposed? I'll test out how missiles with ion damage works and get back to you. I don't think its buggy like the ion beams. It just sounded so awesome... a PURPLE Crystal weapon oooooh....
EDIT: OK, apparently ion missiles with shield piercing DO ionize a shield as they pass through it, strange and sad, but I haven't tested it with more than one shield yet, it might still be a useful and cool weapon if it doesn't completely destroy level 4 shields.
Sleeper Service wrote:ikeelyou300 wrote:On the subject of the Crystal Quest...
I'm pretty sure this will be working out fine. The possibility of two trips to the secret sector will remain extremely slim. I'm also not exactly sure if the unique= tag really works like that. I can't proof it but I feel like unique events are reset after each sector. I at last think that you can find the same unique event several times in different sectors during one playthrough.
I tested the eventList thing out and it does work. if you had something like this:
<eventList ="****">
<event load="event 1"> x99 (Yeah that may be overkill, its just the principle)
<event load="event 2"> x1
</eventList>
<event="event 1" unique="true">
<event="event 2" unique="false" or -nothing->
Then %99 of the time the eventList will call the first event and then after that if the eventList will only call the 2nd event.
However, you think that the unique events reset after each sector. I haven't tested that, but I will test that and get back to you. The event itself may also need to be an eventList, rather than an eventList inside an event, so far thats the only way I've tested it. Again I'll get back to you on that.
If this did work, then what? You wouldn't have to make travel to the Crystal sector twice impossible. You could just do the first part to ensure that the Crystal crew always set a quest marker the first time.
EDIT: Ok, so when I first tested this it was on the final Boss, the event that gets called after beating stage 1 & 2. I changed it to an eventList which called 2 other events I made up. It worked fine without any problems and I could make this event different both times and give different rewards. However, so far testing this on other sectors very strange things have happened. I changed like 3 things and the game crashed...

It also looks like what you were saying about the unique events being reset may be true. I'm going to test this a bit more, I dont know why its not working, but I'm about to give up.
Sleeper Service wrote:ikeelyou300 wrote: Lastly the Advanced Drone Reactor/AI/CPUs augment should maybe be necessary for using any of the drones to delay the Rebel fleet including the mine layer drone.
That thing became pretty useful on its own with engineering. The drone options are already limited due to their uneconomic nature.
Point taken. You've already done a good job explaining the fact that they can also work autonomously, but ineffectively pretty well in the text anyway.
Sleeper Service wrote:ikeelyou300 wrote:Also, it would be very interesting if somehow that AI hologram could give you some blue options to communicate with other auto-ships.
Agreed, there should be some more blue options for the AIs. Still looking for occasions. As for the nature of individual AIs: My picture of them is that they can have a huge range of actual intelligence and capabilities. The combat avatars that some boarders deploy are barely sentient axillary fighters. Other avatars, like the curator drones or the ones you can generate are fully sentient and quiet smart. As the surrender event states, the specific Auto ship AI has transcended its programming. Regular Auto satellites are not that smart.
I was thinking maybe if you had already had a Rebel AI ships join you it could talk to other Rebel AI ships or the rogue AIs, but there is no way to distinguish between normal AI and Rebel AI ship. What you're saying makes sense, maybe if you have an AI crew, which could also be a Rebel AI ship that has "transcended its programming" it could talk to another AI ship. Maybe using what i was thinking sometimes the drone will give up, shut down its weapons and ask you to kill it. You can try to get it to join your crew instead, this may have a 50/50 chance of actually working in addition to the random chance of it happening. If you fail maybe the drone is "insulted" and reengages you. Maybe if you already have an AI crew it could talk to the AI ship and convince it to join you or for other events it could ensure that the AI ship gives you another benefit like the sector map.
Sleeper Service wrote:Mr. Mister wrote: Would its short duration and length of 1 and short duration properties ensure that it would only apply said ion damage to shields (and no more),
Nah, I'm pretty sure I tested this once, didn't work.
ikeelyou300 wrote: I tweaked with the ion beams myself a little bit and was able to make a really long ion beam that went through 3-4 systems and I increased the speed to a ridiculously high number. The beam only ionized 1 layer of shield, but it would ionize only 1 or 2 of the 3-4 systems it passed through

It was really weird... So since they were unreliable in that sense I threw that idea out the window.
Did you test this on enemies with multiple layers of shields? Also do you remember how high you set the speed?
I tested this on enemies with 4 shields and it only got rid of one bubble. Luckily, even though this didn't work right I wrote it down. It depends on how long the beam is. The speed must be between (11-15) X (the # of pixels) The exact length can only be determined by testing. One specific one I wrote down was 900 speed & 140 length. This causes 2 ion damage (as a 1 ion damage beam) to the ship's shields and 1 damage to approx. a random half of the systems it passes through. Again, weird...
Mr. Mister's idea would actually work as a focus beam. The beam would need to be 1 pixel 12 speed probably. It would do ion damage to both the shields and the system. A plus is that it is so fast you cant really see the beam. You could call it an ion ray instead or something maybe...
Sleeper Service wrote:Cloudmoon wrote:My point is...
If nothing is bad, the good or even stuff appears less good as well. The surrender outcomes also contributes to the characterization of the Rebels auto devices...
...
- Player hopes to die due to hidden turret missile batter (unlocks one of CEs imaginary achievements).
Very good point there could be more events, but they don't have to necessarily be better. AND LOL!!! CE should totally have achievements!!!!! What are some of the other imaginary achievements guys?