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Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 11:38 am
by stylesrj
I was eager to try and find the Auto Sector (and the Pirate Homeworlds) only to run out of fuel a lot (or was using a Crystal cruiser with no offensive weapons or a Clone Bay so no...)

I kept getting the Rock Wreck event and it seemed every time I reported in, there was that crazy Rockman wanting scrap from me. I mentioned before that I hate that event because there are just so many options out there to deal with a crazy Rock and the Clone Bay text was just so... frustrating.

What does the Rock do with your crew? Obviously since they don't return in the Clone Bay, they didn't die but is it because the Rock is keeping them prisoner or that the crew got sick of your crap and said "I'm joining this crazy guy"

So I checked the events list of the vanilla game and tacked it into the events_fuel.xml.append with a little change in the outcome.

Essentially the clone comes back looking a bit annoyed at what happened.

I've also thrown in a teleporter outcome. Haven't tested it myself, but essentially, why not have an option to teleport your crew back? Of course this does mean bringing back a guest.

Code: Select all

<event name="FUEL_OFF_ROCK_WRECK">
	<text>As you await either salvation or death, your attention is drawn to a sea of debris drifting past the starboard view port. The chunks gliding by grow bigger in size until the stern of a Rock frigate, gutted in some distant war, comes into view.</text>
	<choice hidden="true">
		<text>Send an away team.</text>
		<event>
			<text>Perhaps there's some viable fuel left on board; a small away team boards the vessel.</text>
			<choice hidden="true">
				<text>Report!</text>
				<event load="FUEL_OFF_ROCK_WRECK_LIST"/>
			</choice>
		</event>
	</choice>
	<choice hidden="true">
		<text>Let it drift by.</text>
		<event>
			<text>The Rock don't take kindly to aliens picking through their belongings, no matter how decrepit they may seem, and you don't take risks in Rock territory.</text>
		</event>
	</choice>
	<choice hidden="true" req="LIFE_SCANNER"> <!--DLC-->
		<text>(Life Scanner) Run additional scans.</text>
		<event>
			<text>The ship appears to be entirely lifeless. Your crew is able to find some usable fuel cells after a brief search.</text>
			<autoReward level="MED">fuel_only</autoReward>
		</event>
	</choice>
</event>			
<eventList name="FUEL_OFF_ROCK_WRECK_LIST">
	<event>
		<text>A short time later the team returns with a stash of ammunition and scrap - but all the fuel on board is long gone.</text>
		<autoReward level="MED">missiles</autoReward>
	</event>
	<event>
		<text>One of the crew reports that the main computer was housed in this section and is still partially operational. They're able to download local telemetry as well the location of the ship's reserve fuel! Your map has been updated.</text>
		<reveal_map/>
		<autoReward level="MED">fuel_only</autoReward>
	</event>
	<event>
		<text>The team returns home rather sooner than expected. Turns out just as they were making entry to the frigate, the ship's emergency fuel cell just happened to drift by!</text>
		<autoReward level="MED">fuel_only</autoReward>
	</event>
	<event>
		<text>The away team reports in, but then screams are heard and the comm goes dead! When it comes back online a Rockman can be heard - he's the lone survivor from the frigate's crew, and completely mad. He demands you pay a scrap ransom in return for your crew-member's life!</text>
		<choice>
			<text>Pay.</text>
			<event>
				<text>Despite his fragile condition, the Rockman is good to his word and returns your crew-member, who is suitably grateful. Sadly, gratitude doesn't power the FTL drive.</text>  <!-- JUSTIN - TO DO - I don't like this one since you don't know who's being ransomed -->
				<item_modify >
					<item type="scrap" min="-40" max="-25"/>
				</item_modify>
			</event>
		</choice>
		<choice>
			<text>Refuse.</text>
			<event>
				<text>It's a tough call, but it's for the Federation and the liberty of all. You set off before you can change your mind. There's the sound of someone dying and crazed laughter.</text>
				<removeCrew>
					<clone>true</clone>
					<text>Your crew returns shaking their head. Perhaps they didn't appreciate being abandoned like that. They resume their post, glaring at you.</text>
				</removeCrew>
			</event>
		</choice>
	<choice hidden="true" req="teleporter">
			<text>Teleport them back.</text>
			<event>
				<text>You lock on to their transponder. Instantly your crew is returned to your ship with a guest.</text>
		<boarders min="1" max="1" class="rock"/>
			</event>
		</choice>
	</event>
</eventList>
I don't know why but that vanilla event really just has me ticked off the most. More than those constant boarding parties of Lanius and AIs in the infinite depth's of space.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 12:44 pm
by Sleeper Service
el Rago wrote: (systems) I think this is a typo, the healing boost at level 4 at the medbay is 1x, while the O2 is listed at 12x?
would that be correct?
No idea actually, I assumed this works because several other mods did this before. The numbers might not be true, or the fourth medbay bar can only serve as a buffer. Does it heal faster than one level? I think O2 refill increases correctly, but not at that rate (eight levels actually allow you to have all doors open without loosing atmosphere, you basically fill outer space with oxygen :))
el Rago wrote:(UI) also, this is just nitpicking, but when faced with a choice (1.continue 2. offer surrender) the descriptions are sometimes switched (1.offer surrender, 2.continue)
Uhm ok, do you remember in which events that happened?
stylesrj wrote: I don't know why but that vanilla event really just has me ticked off the most. More than those constant boarding parties of Lanius and AIs in the infinite depth's of space.
Its all good, I integrated your blue option. ;)

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 12:56 pm
by stylesrj
I was running a combat simulation at the entrance beacon to a Zoltan sector. Apparently the simulation I was running was "fleeing from Kazaak in a prototype ship"

Are the ASBs part of the simulation or is it a Zoltan sector thing? Because I saw those projectiles launching all around my ship and they pierced the engines of the simulated vessel.
Sleeper Service answering el Rago wrote:No idea actually, I assumed this works because several other mods did this before. The numbers might not be true, or the fourth medbay bar can only serve as a buffer. Does it heal faster than one level? I think O2 refill increases correctly, but not at that rate (eight levels actually allow you to have all doors open without loosing atmosphere, you basically fill outer space with oxygen :))
I've seen this happen before. I don't know if I was seeing things but I clearly was seeing a boost in healing speed. Not sure by how much though.

I haven't seen a massive increase in life support with anything above 3 though :(
Sleeper Service to me wrote:Its all good, I integrated your blue option.
Thanks.

By the way, is the simulator able to be bought in stores or is it just an Osprey thing?

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 2:08 pm
by Sleeper Service
Yep, the Combat Simulator can appear in stores.
stylesrj wrote:I was running a combat simulation at the entrance beacon to a Zoltan sector. Apparently the simulation I was running was "fleeing from Kazaak in a prototype ship"

Are the ASBs part of the simulation or is it a Zoltan sector thing? Because I saw those projectiles launching all around my ship and they pierced the engines of the simulated vessel.
Ooops, yeah that was not intended. I'll have to look for workaround for this...

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 2:23 pm
by el Rago
Sleeper, the event was one into which I need to go to a pick up and I found an ambush instead. After the rebel ship appears, the options where mixed up.

If I see it again I will do a screenshot

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 10:22 pm
by Sleeper Service
CE Update 1.241
- Simulating ship-to-ship combat is no longer possible after performing hyper space jumps (technical issue, no other workaround possible)
- Engi C shield room gained an airlock where it is suggested by the floor image
- Fixed a bad event ID for Pirate Homeworlds
- Combat aug options for AE out-of-fuel events enabled
- Some more missing combat aug options added
- Attacking refuges when out of fuel counts as an act of piracy now
- Lanius Interceptor generates system stations correctly now
- Surrendering to Lanius now correctly allows to break truce (?)
- Some more pre-fight options re-ordered
- CRUISER_BOSS_RESCUE spawns a repair beacon correctly now (?)

CE Infinite 1.241
- Changes of CE 1.241 integrated
- Auto Constructor events and Pirate Homeworld events to Contested Deep Space sectors added

CE Additional Music Addon
- Added playlist for Auto-Sector
- No longer overrides CEs title screen

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 10:33 pm
by zabing12
Hey, your music addon is just a link to captain's edition.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 11:05 pm
by Sleeper Service
Ooopsy. That has been fixed now.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sun Aug 10, 2014 3:28 am
by NarnKar
So I ran into a Zoltan beamship. It was one at an ion barrier, and had a Verdict Focus Beam. The ion field took out four weapon power, and some other stuff too.

I put my Effector II on autofire (targeting the Shields room) to try and take down the Zoltan Supershield...it went through the Zoltan Supershield and instead ionized the actual Shield system...then I jumped away to shift loadouts (so I could have a less power-hungry loadout), came back, and had all eight weapon power bars.

Is the Effector thing a bug, or an unfortunate part of FTL's hard code? Same question goes for the power disabling.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sun Aug 10, 2014 8:22 am
by stylesrj
So I encountered a few Lanius ships. It wasn't just the Interceptor that had no stations. The bigger Lanius craft and the space stations also had the same problem.

I love the automated sector though. All those grey and yellow ships... there's something about them that makes them more malicious than the black-painted ships. The black-painted ships are seeking you out and scouting while the constructor ships? They're just building more and more of themselves.