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

Distribute and discuss mods that are functional. Moderator - Grognak
Mr. Mister
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

Postby Mr. Mister » Mon May 05, 2014 11:10 pm

One question though, sleepy: The distress event where the civilian ship needs oxygen. You can try and dock to refill some of their oxygen, leave them to their fate, do piracy, or blue options.

Thing is, there are no negative outcomes for docking and refilling them with the white option, arent't there? There are reward-less outcomes, but that still gives you absolutely nore ason to pick the "leave them to their fate" option.

Maybe you could add an outcome where the life support system overloads and is bugs out or something ("reduce by 1") and you need to perform an FTL jump for the automatic override to take effect. You would do essentially the same as in radioactive clouds.

Also, you want the civilian ship to give you at least one fuel as compensation when that happens, in case you were outta fuel.
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Sleeper Service
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

Postby Sleeper Service » Mon May 05, 2014 11:50 pm

Reducing oxygen still will be reset after the event ends, unless the ship is turned hostile. You are right, there is no negative outcome there, but I don't think that is such a big deal. Thats event the case in some vanilla events, six legged horselike creatures for example. Well, maybe it could get a boarding scenario...
Russian Rockman
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

Postby Russian Rockman » Tue May 06, 2014 12:34 am

Mr. Mister wrote:One question though, sleepy: The distress event where the civilian ship needs oxygen. You can try and dock to refill some of their oxygen, leave them to their fate, do piracy, or blue options.

Thing is, there are no negative outcomes for docking and refilling them with the white option, arent't there? There are reward-less outcomes, but that still gives you absolutely nore ason to pick the "leave them to their fate" option...


Haha :lol: Damn you Mister!!!! I do kind of feel like there should be both good/bad outcomes for as many non-blue event choices as possible though. I think this one should at least give you some resources still though. And the bad outcome should be a bit rarer. Also question, is there a blue option here for Emergency Respirators? ;)

Sleeper Service wrote:Reducing oxygen still will be reset after the event ends, unless the ship is turned hostile. You are right, there is no negative outcome there, but I don't think that is such a big deal. Thats event the case in some vanilla events, six legged horselike creatures for example. Well, maybe it could get a boarding scenario...


Is it possible to "permanently" reduce systems the same way as those events upgrade your subsystems and reactor such? I haven't checked to see if this works dynamically yet. I think it could be interesting if if does work.


Lastly, a CRAZY question? Is it possible to give an enemy ship 0 hull to start with? So that it explodes immediately? At the very least it could be cool, but I also feel like it could have some practical use...
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Sleeper Service
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

Postby Sleeper Service » Tue May 06, 2014 12:49 am

Russian Rockman wrote:is there a blue option here for Emergency Respirators?

Nope, but there totally should be one! :)

Russian Rockman wrote:Is it possible to "permanently" reduce systems the same way as those events upgrade your subsystems and reactor such? I haven't checked to see if this works dynamically yet. I think it could be interesting if if does work.

Would be great if it did, but unfortunately it does not seem to work. Tested that a while ago. Could have made for some great sabotage events.

Russian Rockman wrote:Lastly, a CRAZY question? Is it possible to give an enemy ship 0 hull to start with? So that it explodes immediately? At the very least it could be cool, but I also feel like it could have some practical use...

Yep, this actually works.

Also: My Stealth B just got completely wrecked by an Auto-Hacker in sector six. I'll never underestimate breach cluster bombs again.
Last edited by Sleeper Service on Tue May 06, 2014 12:52 am, edited 1 time in total.
zoidberg
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

Postby zoidberg » Tue May 06, 2014 12:50 am

I've discovered a weapon + prefix combination that's massively, massively overpowered: the Heavy Neural Stunner II. The heavy +1 damage prefix applies to all of its 35 shots, and pierces all shields. I just found it so I haven't tried it on the flagship, but it OHKed a Rebel Cruiser. Obviously it's most effective against large targets and of limited use against small ships, but still- this combination should not exist, even at a 30 second charge time.

Other than that: loving this mod, keep up the great work!
azcore
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

Postby azcore » Tue May 06, 2014 1:32 am

> - Related: Engi A drone fixed

In my new game with EL 0.98g Engi A drone does no damage to enemies.
minecraften
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g

Postby minecraften » Tue May 06, 2014 1:39 am

hey, i don't know if this has come up before in the thread(i don't have time to look through all the comments) but i am missing some ship images, the rooms, crew and weapons are there, but the actual ship and shields are just blank :shock: these include: mantis and slug cruisers, slug pleasure cruisers, rock minings ships, some zoltan ships and im am going to guess most of the new ships. the space stations are fine. also, if i were to go into a industrial nebula, that little warning triangle won't give text explaining what the anomaly is.

i am using slipstream mod manager v1.4, ftl CE and KRS Incursor cruiser.

thanks, -minecraften.
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Sleeper Service
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98h

Postby Sleeper Service » Tue May 06, 2014 1:52 am

The ships work fine for me. Can anyone confirm this?

I think once again that I know what is wrong with that drone, but the fix did not yet make it in...

CE Endless Loot 0.98h for CE and CE Endless Loot 0.98h for CE Infinite
- A few more prefixes added
- Prefixes no longer globally affect rarity, which should equalizes the probability of getting good or bad prefixes on gear
- "Heavy" can no longer be applied to neural stunners
- Plasma throwers got their own unique +fire chance prefix now
- "Uncalibrated" and "Unreliable" can no longer apply to missiles to prevent a projectile graphic related glitch
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Biohazard063
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98h

Postby Biohazard063 » Tue May 06, 2014 9:12 am

Hey everyone,

Been awhile, but I'm finally ready to bring back CE for good on my channel.
So after installing all mods I wanted, I ended up with this :
Image
Happens on all ships and layouts except the lanius cruiser...
Here's the mod order since I assume the problem will be in there somewhere.
Alpha - Base Game 1.03.3
Better Planets and Backgrounds_v1.3.1
better_asteroids
FTL Captains Edition 1.208c
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.203
CE Player Ship Vanilla Loadouts Addon 1.204

Don't know if any are out of date (if so probably one of the first 3).
Or in the wrong order, or I'm missing something completely.
And yes, I do wish to start with Vanilla loadouts since that was a request.
The mods seem to be working though (the weapons are vanilla but with a update texture, I get the alternate loading screen, notice of the music on the title screen and all that)
Thanks for the help !
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
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Sleeper Service
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98h

Postby Sleeper Service » Tue May 06, 2014 9:37 am

I have no idea what "Alpha - Base Game" does, but have you tried without it? Everything else seems to be in order.
Last edited by Sleeper Service on Tue May 06, 2014 10:05 am, edited 1 time in total.