Crew members already have the option of leaving if they don't like that you attack after the surrender option. Makes the Acquisition Licence cool.spudcosmic wrote:I've been thinking lately, not accepting surrenders is just too easy. Why should such an inhuman action be taken just because it equates to more scrap. I think there should be some kind of consequence, only a small one, and it is mostly uncommon. The consequence could be a number of things, from a crew member growing upset and leaving, to federation/militia patrols see your deed and fine you some scrap (or you could fight them).
This could also be expanded upon, leaving certain ships with the ability to ignore surrenders. Most likely this would be the already pirating races, but I was thinking of a little different sort of system for rocks. Rock people themselves are pretty honorable, so it's not likely that they would decline a surrender, however, the rocks would have the ability to intimidate the enemy ship for a better reward kind of like the zoltan negotiation; however, the enemy wouldn't always comply, which would prompt you to continue your assault or accept their original offer. So I guess it's basically just a downgraded zoltan surrender, but it could be expanded upon.
Tell me your thoughts!
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
Cloak is not necessary.Torchwood202 wrote:For the love of all things FTL, I cannot get full shields AND (what I assume to be the defensive ship system) full cloak... this Zoltan thing is really bugging me...

I kind of agree that this would make sense on a meta/ethical/CElore level. But the game play logic of FTL kind of requires you to kill for scrap, so punishing the player too much for that on all this occasions would seem like a huge downgrade of player effectiveness. In the surrender texts for the player, I tried to establish a little that denying surrender is seen as somewhat barbaric, but still has become a regular thing in the current conflict. I guess there could be some textes that illustrate that the crew sometimes accepts it or sometimes condemns it, but with no real consequences. Most of what you suggested is not possible anyway with where moding is at right now.spudcosmic wrote:I've been thinking lately, not accepting surrenders is just too easy. Why should such an inhuman action be taken just because it equates to more scrap. I think there should be some kind of consequence, only a small one, and it is mostly uncommon. The consequence could be a number of things, from a crew member growing upset and leaving, to federation/militia patrols see your deed and fine you some scrap (or you could fight them).
Not sure what is wrong there. Do you use EL? Have you tried making more memory available to FTL? These events also sound like there are a lot of events missing. Maybe re-download the modfiles?Cirxe123 wrote:'m still experiencing crashes with FTL Captain's Edition even though I have completed all the steps in the troubleshooting area of the post.
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Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
@Sleeper Service
Do you plan to integrate the Crew Graphics of LordTrilobite as "full" part of CE or as choosable modular sub-add-on? Although i appreciate the efforts and work of that mod, i wish it would be in kind of a sub-add-on, especially with thinking on the other crew-diversity mod oncoming somewhen in the future.
Do you plan to integrate the Crew Graphics of LordTrilobite as "full" part of CE or as choosable modular sub-add-on? Although i appreciate the efforts and work of that mod, i wish it would be in kind of a sub-add-on, especially with thinking on the other crew-diversity mod oncoming somewhen in the future.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
I got permission to integrate that mod and I already took made the necessary adjustments (the portraits support all CE crew variations and even display some additional things that CE itself added to crew appearance now). So the next CE release will include these great portraits LordTrilobite made. Make sure you give him credit in his thread.
Further R&D news
I got beta access to the current Superluminal build and it looks like that will make adjustments to player ships much easier. Down the line, unique artillery for all player ships (much like in the Open Artillery mod) will be the next thing that comes to CE. I'm pretty much on one page with Open Artillery concerning what seems fitting to which faction here, so there will be some similarities.
CEs global player artillery will be pretty much as powerful as the Fed artillery, although the Vindicator Beam will still be somewhat the most efficient. Player artillery will be a high investment/high reward system, basically on par with cloaking in price. That also heightens the threshold for any ship but Fed to get the Cloak/Artillery combo going, so Fed will still stand out. The basic assumption is that, on average, the Fed artillery deals about six damage through shields, spread over multiple rooms. So most other damage dealing player artillery will be able to deal damage around that value, but some will do other stuff or deal their damage in a different way.
Further R&D news
I got beta access to the current Superluminal build and it looks like that will make adjustments to player ships much easier. Down the line, unique artillery for all player ships (much like in the Open Artillery mod) will be the next thing that comes to CE. I'm pretty much on one page with Open Artillery concerning what seems fitting to which faction here, so there will be some similarities.
CEs global player artillery will be pretty much as powerful as the Fed artillery, although the Vindicator Beam will still be somewhat the most efficient. Player artillery will be a high investment/high reward system, basically on par with cloaking in price. That also heightens the threshold for any ship but Fed to get the Cloak/Artillery combo going, so Fed will still stand out. The basic assumption is that, on average, the Fed artillery deals about six damage through shields, spread over multiple rooms. So most other damage dealing player artillery will be able to deal damage around that value, but some will do other stuff or deal their damage in a different way.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
Hi there,
Encountered another small bug I think.
After making a trade with a Pirate black Market I got boarded.
Here's the event :
There is a black market hub here. You receive a message, "These are dangerous times. If you have extra military-grade explosives, we'll gladly pay for them."
1. Sell 5 missiles for 15 scrap
2. ,, 10 ,, 30 ,,
3. ,,15 ,, 45 ,,
4. Ignore the station
5. Power up the weapons and engage the station
*Picked 3*
"Thank you, this will help greatly."
missiles -15 scrap +45
Then a boarder appears, the station remains neutral and after the TP gets off cooldown he gets TP'ed back.
The boarder was indeed hostile.
Kind of odd since that event also occurs in vanilla FTL and probably a single time occurrence.
Just trying to help out
Encountered another small bug I think.
After making a trade with a Pirate black Market I got boarded.
Here's the event :
There is a black market hub here. You receive a message, "These are dangerous times. If you have extra military-grade explosives, we'll gladly pay for them."
1. Sell 5 missiles for 15 scrap
2. ,, 10 ,, 30 ,,
3. ,,15 ,, 45 ,,
4. Ignore the station
5. Power up the weapons and engage the station
*Picked 3*
"Thank you, this will help greatly."
missiles -15 scrap +45
Then a boarder appears, the station remains neutral and after the TP gets off cooldown he gets TP'ed back.
The boarder was indeed hostile.
Kind of odd since that event also occurs in vanilla FTL and probably a single time occurrence.
Just trying to help out

Last edited by Biohazard063 on Mon May 12, 2014 8:12 pm, edited 1 time in total.
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Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
i just sigh in to say that the mod is awesome and i got your secret victory 

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Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
Just please make sure you don't waste your time doing any stuff that we have already done.Sleeper Service wrote: I got beta access to the current Superluminal build and it looks like that will make adjustments to player ships much easier. Down the line, unique artillery for all player ships (much like in the Open Artillery mod) will be the next thing that comes to CE. I'm pretty much on one page with Open Artillery concerning what seems fitting to which faction here, so there will be some similarities.

Just one warning, you will need to add an extra room to the Engi B and Stealth C ships in order to make room for one more system. Also, do you plan on making your own interior images for the artillery system? I can send you mine if you like. Of course, you could use the default one... But it's very blah.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
Sure, send them over. I'm already done with the weapon blueprints. But I also want to do some individually place custom weapon graphics, so that the artillery is actually visible when installed, so it still needs some more time to complete.
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- Joined: Sun Sep 23, 2012 8:51 am
Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
An interesting player artillery would be something like 12-shots 0-damage breach-causing light laser. No crew damage.
You'd need to synchronize the artillery with your own weapons so it fires while the enemy shields are down, since 0-damage lasers don't bring shield bubbles down.
You'd need to synchronize the artillery with your own weapons so it fires while the enemy shields are down, since 0-damage lasers don't bring shield bubbles down.
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- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0b
Alright I'll send you all the graphics, hopefully they will be useable. If you could get the artillery to work like the Vindicator animation mod that would be fantastic! In fact you should probably integrate that animation into CE.Sleeper Service wrote:Sure, send them over. I'm already done with the weapon blueprints. But I also want to do some individually place custom weapon graphics, so that the artillery is actually visible when installed, so it still needs some more time to complete.
That sounds good for Lanius because it causes breaches. It would be good for Mantis too, but I feel stun weapons are better for Mantis.Mr. Mister wrote:An interesting player artillery would be something like 12-shots 0-damage breach-causing light laser. No crew damage.
You'd need to synchronize the artillery with your own weapons so it fires while the enemy shields are down, since 0-damage lasers don't bring shield bubbles down.
Also, I feel like most "player" artillery should be able to pierce shields to some degree because that's kind of the point. Or at least have the "ability" to pierce shields, like a laser artillery would have about 5 shots so at least 1 should get through and obviously it would be better if the shields were already down. I don't think the buyable artillery should be as strong as the Federation one though.
By giving enemy ships artillery it would change up tactics in a fight because it will be a bit harder to keep their weapons down. You could make enemy artillery either somewhat powerful like the player or you could just make it generic weapons attached to an artillery system like was said before. I believe it should be possible to randomize the artillery used by enemy ships by calling from a list of ships that are basically copies of one another, but with different artillery weapons.
Although i think that mod is incredibly awesome!!! I also believe that, because it is such a big change from vanilla, some people may wish not to use it.Saizew wrote:@Sleeper Service
Do you plan to integrate the Crew Graphics of LordTrilobite as "full" part of CE or as choosable modular sub-add-on? Although i appreciate the efforts and work of that mod, i wish it would be in kind of a sub-add-on, especially with thinking on the other crew-diversity mod oncoming somewhen in the future.
Perhaps a good thing to do would be to release the compatible version of the Crew graphics mod alongside a "standalone" version of your CEPM skins for AE. That way people who wanted to use just that or people who wanted to use Crew Graphics for CE could.