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

Distribute and discuss mods that are functional. Moderator - Grognak
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theanorak
Posts: 2
Joined: Sun Aug 17, 2014 2:58 am

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

Post by theanorak »

Sleeper Service wrote:As far as we can tell the crew customization interface in the hangar can't show you all possible combinations at all time. If you go to a different ship the selection for the ship of you choice will be reset, showing a different range of possible crew variants that might include the one you look for.
Thanks for the heads up, Sleeper Service. I'll check out the other ships and the crew customization options. Love this Mod and thanks for keeping it alive. :)
Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

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

Post by Nider_01 »

Bug report: requisition licence sometimes doesn't work against civilian ships when you are out of fuel
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

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

Post by Sleeper Service »

I'll look into that.

In the meantime we are getting somewhere with the Flagship Randomizer. Flagshup guns variants are finished and there is a working prototype of the randomization tool. Whats left is to integrate the assets into the tool.

Image
the pool of possible flagship lasers (gif quality, ingame appearance may differ)
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
rannl
Posts: 334
Joined: Sun Nov 25, 2012 11:13 pm

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

Post by rannl »

Sleeper Service wrote:I'll look into that.

In the meantime we are getting somewhere with the Flagship Randomizer. Flagshup guns variants are finished and there is a working prototype of the randomization tool. Whats left is to integrate the assets into the tool.

Image
the pool of possible flagship lasers (gif quality, ingame appearance may differ)
Great job Sleepy! Looks great :D
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

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

Post by Russian Rockman »

Sleeper Service wrote:I'll look into that.

In the meantime we are getting somewhere with the Flagship Randomizer. Flagshup guns variants are finished and there is a working prototype of the randomization tool. Whats left is to integrate the assets into the tool.

Image
the pool of possible flagship lasers (gif quality, ingame appearance may differ)
Image
AWESOME! See I'd never be able to do that, that is so much work! :( You sir are amazing. Thank you for making my dream come true. :D

Can't wait to see the drones, beams, bombs, and missiles.
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

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

Post by FortunaDraken »

Oh god I see a flak cannon in there, not the flak cannon ;;

Ngl though, it's going to make the final boss fights so much more interesting. Right now they just annoy me because of that damn missile launcher. I'll take a harder boss without that launcher any day.
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Sleeper Service
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Re: FTL Captain's Edition 1.24b/Inf 1.24a/EL 1.24

Post by Sleeper Service »

Oh don't worry, we added various new missile launchers as well. :twisted: :D
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

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

Post by FortunaDraken »

*sobs a little* :cry:
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

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

Post by Russian Rockman »

FortunaDraken wrote:Oh god I see a flak cannon in there, not the flak cannon ;;

Ngl though, it's going to make the final boss fights so much more interesting. Right now they just annoy me because of that damn missile launcher. I'll take a harder boss without that launcher any day.
He said boss fight"s", which got me thinking that another nice addition would be some more long multi-quest lines potentially ending in a mini-boss fight. IMO the Half built Rebel Flagship in the Rebel Stronghold is one of the most interesting quests in the games, and it made both old and new players freak out. :)

I know there are already some strong enemies in CE that make you want to run or surrender, but nothing that we can truly call a mini-boss. I've wanted to expand the faction quests, make them more fleshed out with lore etc..., and give them even more risk/reward to make them worth pursuing every time.

At least for CE Infinite that would be very cool.

Sleeper Service wrote:Oh don't worry, we added various new missile launchers as well. :twisted: :D
That being said... Will it be possible to have a flagship with NO missile launchers? Could you go up against a flagship with super superior laser weaponry? Or a flagship with (God forbid) Two missile launchers?

I suppose that is the purpose of in forming the player what type of weaponry the flagship will have. May want to consider getting that 8th level engine upgrade now. ;)


EDIT: Oh, I had a question. Will the randomized flagship be the same for all difficulties? Or will it be slightly different for easy, medium, and hard? Since that's a thing now...

Also, what is the U-shaped artillery?

Finally, some of the new artillery might be cool, graphically, to add to the player ships or even enemies ;) If they fit the current them of the player artillery that is.
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

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

Post by FortunaDraken »

A quick question I was wondering. I've gotten the first two steps in the Crystal Ship quest while playing Infinite mode in the Deep Space sectors. Is it possible to get the third step to get into the Crystal sector while in Deep Space? Or do you have to be in the Rock Homeworlds specifically?

I miss the Crystal sector, sob. Just have not been able to get into it in normal play at all ;;
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