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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Mon Sep 01, 2014 6:00 pm
by Antimatter
is there anyway at all to just get the balanced weapons and drones (including the AE stuff) out of this mod without breaking the game?

sorry i just like the guns. not too keen on the whole new events and such.

if this isn't posible then no harm done :).

Thanks for any help you give!

EDIT: oh just a heads up this is my frist time modding FTL so any other help towards this would be greatful too

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Mon Sep 01, 2014 7:22 pm
by stylesrj
Sleeper Service wrote:They can, but not coherently. They can't be checked before the artillery has been bought. Its also hard to telegraph to the player that buying artillery will no longer make the aug an requirement for certain actions. Also I want the decision to buy artillery ruled by the value of the actual artillery weapon. Again, you'll just have to make a decision which meatsack-slaughter device you want to keep.
That's the thing though - you don't know what artillery you're buying until you've got it. Then you realise it's a Flak Burst and I could have bought a "Phase 3 Power Surge BS Barrage Avoider" instead :lol:
Meta reasons:
- I want the ships to have characteristic bonuses depending on faction
- The Mantis get a huge buff by the faction options already, while also generally fielding strong ships to begin with. Breaking truce is probably the most powerful faction options and they definitely don't deserve to get that on top of all this.
I have to say, you are right on that matter. Breaking truce is pretty powerful. Thanks for surrendering your goods to me. I'll just tally them up, put it in my cargo hold... then I'll kill you for the rest! Muahahaha! Sort of like double the reward.

----------------------

On another note, is there any way to nerf those damned missile and mine drones further? I know they're already slow but the fact that they fire faster than regular launchers, a lot harder for a defense drone to shoot at their projectiles and that they can keep attacking you with impunity if you don't have Drone Control and they have infinite ammo. You can't just wait for them to run out of missiles like with regular launchers. You have to wait for a lucky shot to destroy them.
Then they've got the BS RNG stuff like "Let's cause a hull breach in your pilot room so you can't get away. And set it on fire!" or "Let's have two of them harass your ship!" and then there's that one which shoots tiny, hull breaching missiles at your crew constantly. Then they have a Repair Drone onboard so you can't damage their system for long before it gets fixed and there's a defense drone to stop a Hacking Module...

Or the Mine Drone. As fast as your normal drone except it does 1 point of unavoidable hull damage, especially in early sectors.

I probably just suck at strategy though. But it just seems these drones benefit the enemy more than anyone else which I guess is the point.

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Mon Sep 01, 2014 9:16 pm
by NarnKar
Is it just me, or is the CE sector generation tree weighted towards Rock sectors? I've gotten three this playthrough (and I'm only at sector 6!), and at least two per playthrough in other sessions.

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Mon Sep 01, 2014 10:07 pm
by SkyTechKid
Heeey.

I'm new to modding and did all the steps and the game keeps crashing in the loading screen. I tried making it work for about 3 hours but it doesn't work still. T.T I've done all the troubleshooting but to no avail, it doesn't work still. :/

Mod order: Image

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Tue Sep 02, 2014 12:13 am
by kartoFlane
@SkyTechKid
You need to use LAA on FTLGame.exe.

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Tue Sep 02, 2014 8:58 am
by FortunaDraken
What happens when you enter a stalemate situation? I remember someone mentioned it before, but I can't remember. I'm sitting in a bit of a stand-off with an Auto-scout that can't get through my shields, and I have no weapons and the teleporter isn't upgraded enough that I can send my boarding party in safely (good old Mantis B...)

Or does both parties have to be unable to jump in order for it to be considered a stalemate?

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Tue Sep 02, 2014 9:01 am
by stylesrj
I think you run away and find another fight.
Or you drop a Boarding Drone on them. Unless you sold it because Boarding Drones suck :lol:

The real problem is if you arrive without any fuel against a space station that you can't destroy with your own firepower and for some reason they can't either. That's a real stalemate that can only end in your death :P

EDIT: Yeah it has to be that you're out of fuel. But wasn't there a thing where if the enemy can't flee, you can't flee either that they drop fuel or was that a beta thing? I think the solution there is to die. Lower your shields and wait for death.

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Tue Sep 02, 2014 9:28 am
by NewAgeOfPower
Query:

About 20 pages back, you believed that Level 3 Batteries would not cause crashes in an Ion Storm. Did you test this? What were your results?

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Tue Sep 02, 2014 12:51 pm
by Nider_01
Bug report: swapping across the debris after beating an auto cruiser will slow rebels instead of making them move faster

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Tue Sep 02, 2014 1:11 pm
by FortunaDraken
I believe that's because you get a two jump delay from beating the cruiser, and the gathering removes one, so they're still slowed.


Also people, I made a thing. Go make it better, because I have no clue what I'm doing really. Idly made it for making notes on trading more than anything, but other people can probably make it an actual wiki.