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Re: FTL Captains Edition 1.031 [stable]
Posted: Sat Aug 17, 2013 8:55 am
by Estel
Frankly, I like the idea of slowing down rebel fleet by destroying cruisers/battleships very much. They're quite hard to encounter in fleet-occupied sectors (amongst corvettes, destroyers, etc.), and even more rare in normal beacon's special events. It seems logical, that blowing their mainbone assets should slow them down. I wouldn't have anything against making them harder to kill, though - by increasing their hull toughtness *and* crew-members count considerably (and/or one or two special, separate weapon system - in addition to normal one - like on Vindicator federation cruiser, or rebel flagship?).
Also, please, don't take let's play suggestions as granted for feature implementaton/removal. They (let's plays, not features

) tend to be quite situation-dependant, rarely well-thought (while doing such video, you're thinking about 156456 other things, than how merit is your actual idea/rant). For example, from my experience, delay from destroying cruisers have some randomization in it (just like delay from hiring mercs have) - which may explain why some thought it didn't slow rebels at all, if they were unlucky - but, I haven't made any scientific tests on it, so...
/Estel
// Edit
Inspired by re-use of assets question - it might be worth to clarify this mod's license. If you would apply CC (Creative Commons) to you work on cruiser= new drones apperance, etc., and GPL to code, people would know that they can re-use your work for their mods (and how - i.e. not for making money of it, without your permit). It is perfectly legal to apply GPL/CC license to mod content, even though FTL itself is propertiary.
Re: FTL Captains Edition 1.031 [stable]
Posted: Sat Aug 17, 2013 10:17 am
by UltraMantis
It would be wise if all modders wrote at least a token license/clarification regarding their work.
Re: FTL Captains Edition 1.031 [stable]
Posted: Sat Aug 17, 2013 2:58 pm
by Sleeper Service
Hm surprisingly easy to generate these...
Sleeper Service wrote:
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/. All assets of this mod, unless the ones which are not created by the author, are free to use for other modders, as long as they use them for non-commercial purposes and a willing to share their work alike.
Re: FTL Captains Edition 1.031 [stable]
Posted: Wed Aug 21, 2013 8:40 am
by CrazyDave
Discovered a bug. With the most recent release of the mod, I've found that there's an error with drone targeting and automated drone carrier-class ships. Specifically, laser-based drones seem to have errors in targeting this particular class of ship - they will fire lasers at, for instance, the drone bay, but the laser won't actually hit the room. And this isn't a case of the shot missing, as no "miss" message appears, nor is the "miss" sound effect played. Having a drone only be able to hit the rooms of a ship of this class 25% of the time makes playing in some ships (like the Engi A) not feasible.
There's also a bug with weapon targeting regarding the same class of ship - if I have a weapon selected, and I mouse over a room, a different room is highlighted with the yellow border that normally appears over the room you're targeting. It's very strange.
Hope this helps. Love the mod, and hope it's fixed soon.
Re: FTL Captains Edition 1.031 [stable]
Posted: Wed Aug 21, 2013 7:04 pm
by Sleeper Service
Hm kartoFlane suggested this is likely related to odd room numbering, but at first look nothing seems off with the ships .txt... I will look into that further.
Sector Extension makes slow progress, but I got the Hazard sector running at last...

Re: FTL Captains Edition 1.031 [stable]
Posted: Wed Aug 21, 2013 11:28 pm
by Discordwolf
Sleeper Service wrote:Hm kartoFlane suggested this is likely related to odd room numbering, but at first look nothing seems off with the ships .txt... I will look into that further.
Sector Extension makes slow progress, but I got the Hazard sector running at last...
Hey Sleeper it is me again DenDaWolf from Panda's stream... Panda would like me to talk with you more about your mod and maybe doing another go with it... If it is ok with you could you send me a message on twitch with your steam name so i can talk to you about it?
Re: FTL Captains Edition 1.031 [stable]
Posted: Wed Aug 21, 2013 11:53 pm
by Sleeper Service
I have no steam account at the moment, but you can pm me in the forum here.
Re: FTL Captains Edition 1.031 [stable]
Posted: Thu Aug 22, 2013 6:08 am
by Metzelmax
shouldnt the hazard sector be a hostile sector?
Re: FTL Captains Edition 1.031 [stable]
Posted: Thu Aug 22, 2013 8:16 am
by 5thHorseman
There HAS to be a special encounter for the Hazard sector where you meet two Dukes...
BTW it's really cool that you got a custom sector working.
Re: FTL Captains Edition 1.031 [stable]
Posted: Thu Aug 22, 2013 8:58 am
by Estel
Those new features are absolutely awesome and great, but I wonder - what's the decision about cruisers @ exit and fleet delay, + are you planning to release small update with critical bugs fixed, before introducing new, big features?
I'm asking, as currently, for "normal" playthroughs (i.e. ones not aimed at hunting bugs, confirming reported ones, etc) I've reverted to older version. Critters (pun intended) are affecting game too much.
/Estel