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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 12:28 pm
by Sleeper Service
Russian Rockman wrote:Maybe I'll rewrite the events or create some new ones. PLEASE consider adding these back in Sleeper.
As said several times before, if you can get the events to a working state I'll re-add them. The husks already have off-screen rooms with crew, just check the blueprint. Giving the ship a helm will likely cause this crew to be placed in the helm room automatically. Placing the helm in the off screen rooms might work, but I think that caused crashes for me. I recommend you start testing the events with a ship that has Slugs to make sure this does not happen.
stylesrj wrote:I encountered a vanilla event where you have an automated ship and an ASB battery firing at you. If you have a Hacking System, you can override the ASB to shoot at the automated ship instead (or if you don't have level 3, just confuse the ASBs). That's good, but that's about all I can really do - I also want to make sure that damned ship doesn't activate its cloaking device right off the bat, but there's no option to use the Subspace Scanner. It goes straight into the fight after I hack the ASB.
Do I need the Internal Generator or it's just an oversight? I think the one with the Rebel ship instead of the automated one is the same thing - straight into the fight, no option to activate combat augments.
The event is missing the combat aug options. Will be corrected in the next update.
Russian Rockman wrote:Sleeper should really add this in
Sleeper is still skeptical about max system alterations in normal CE, but considers adding additional battery levels for infinite. Sleeper approves of your testing efforts.
agigabyte wrote:I remember the humble beginnings, back when the space stations were novel. This mod has grown so much. *Tear*
Its crazy, isn't it? Them mods grow so fast.
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 1:02 pm
by RAD-82
Russian Rockman wrote:NewAgeOfPower wrote:NewAgeOfPower wrote: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?
Tested this just now.

My Assumptions were correct. IT WORKS!!! I successfully entered an ion storm and activated level 3 battery without a crash.
Sleeper should really add this in, especially considering that the Combat Augments now cost power.
I believe that the third level of the battery should cost about 65. The battery costs 35 to buy initially, and 50 for the second level. That is a total of 4 temporary power for 85 scrap. Adding a third level would be 6 temporary power for 150 scrap. The last 5 bars of regular power cost 35 scrap each, so for 150 scrap each you could buy 4 bars of power.
http://i.imgur.com/Y2WDVVc.png
Something doesn't look right here. This should have crashed when you went past 30 reactor power. Your 31st bar is missing, which should be overlapping at the bottom and causing the crash due to the reactor being limited by the ion storm.
I wonder if some mod you have installed somehow managed to fix it? I really don't see how that could be possible since the reactor graphics can't be altered...
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 1:39 pm
by FortunaDraken
RAD-82 wrote:Something doesn't look right here. This should have crashed when you went past 30 reactor power. Your 31st bar is missing, which should be overlapping at the bottom and causing the crash due to the reactor being limited by the ion storm.
I wonder if some mod you have installed somehow managed to fix it? I really don't see how that could be possible since the reactor graphics can't be altered...
...? Why would there be 31 bars? *headtilting* The Back-up Battery doesn't add bars to the top of the reactor total, I didn't think...it just fills in whatever bars are free. I need to use it more and look.
Ion storms take away half your power, don't they? Counting the blocked bars...there's less than 15 there, so maybe one of the mods made it so when you have the back-up battery in an ion storm, it doesn't actually block the reactor bars, just treats it as if you temporarily had x amount of power...that way the back-up power doesn't overflow.
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 2:22 pm
by kartoFlane
Or the limit could be 32, or 2^5, which is not as arbitrary a number as a round 30.
...aaaaand looks like I'm correct. Ship with 26 power bars (1 over the in-game limit) and level 3 battery crashes inside of ion storms when the battery is activated.
So 31 bars is safe, 32 crashes the game.
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 4:12 pm
by RAD-82
kartoFlane wrote:Or the limit could be 32, or 2^5, which is not as arbitrary a number as a round 30.
...aaaaand looks like I'm correct. Ship with 26 power bars (1 over the in-game limit) and level 3 battery crashes inside of ion storms when the battery is activated.
So 31 bars is safe, 32 crashes the game.
That doesn't coincide with the fact that you can't start a ship with more than 60 power. Did you try and duplicate Russian Rockman's test to see if 31 doesn't crash on you? How about 31 power in an ion storm without a battery?
Maybe even try a normal 25 reactor with a level 4 battery if level 3 is actually safe... I'm still curious where that 31st bar went. It seems the game failed to draw it when the battery was activated.
I'm not quite up to performing tests right now.
All of my previous tests had been down with a reactor of 30 or more. I never modified the battery and assumed the crash was caused by an undefined graphic problem since the #31-60 bars used the restricted graphic and it didn't have anything to use when it tried to restrict the restricted graphic.
Do I even know what I'm talking about?
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 4:20 pm
by ArmedKevin117
So, here's a thought that may have been mentioned before...
Why not give the Lanius an "empty beacon" event where they can take some scrap outside the ship and use it to repair the hull?
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 4:22 pm
by Russian Rockman
Sleeper Service wrote:Russian Rockman wrote:Maybe I'll rewrite the events or create some new ones. PLEASE consider adding these back in Sleeper.
As said several times before, if you can get the events to a working state I'll re-add them. The husks already have off-screen rooms with crew, just check the blueprint. Giving the ship a helm will likely cause this crew to be placed in the helm room automatically. Placing the helm in the off screen rooms might work, but I think that caused crashes for me. I recommend you start testing the events with a ship that has Slugs to make sure this does not happen.
Yeah! Thank you. I will do some more proper testing to make sure that everything is working right and there are no crashes at all. When I'm sure I've got it all working again I'll send it to you.
Thanks for your edits on the wiki also! I only realized after adding all the rarities that the thing with generic goods was that they could not be bought at stores, not that they weren't in demand. I think the next thing I'll add is Sector Names, but this is as close to "Spoiler" territory I will go. I don't think it would be in the CE spirit to put all of the events and possibilities up on the wiki like the vanilla FTL one... Plus it's a lot of work.
kartoFlane wrote:Or the limit could be 32, or 2^5, which is not as arbitrary a number as a round 30.
...aaaaand looks like I'm correct. Ship with 26 power bars (1 over the in-game limit) and level 3 battery crashes inside of ion storms when the battery is activated.
So 31 bars is safe, 32 crashes the game.
Yeah, I guessed that increasing the regular power of a ship past 30 might cause crashes while increasing the battery only 1 level would not because the power never actually goes past 30 in the storm. I didn't use any mods when testing that, just the Mod Testing Environment. That's why I said a long time ago that The Potential could start with 30 power and maybe 5 levels of battery, I don't think that would crash the game either.
FortunaDraken wrote:Oh god no not more radiation D8 I already hate the ships that use that Augment ;;
Though I have to admit, it could open up a whole lot of interesting possibilities...
Those events aren't too difficult.

They can be really bad if you come across two in a row though. I like them because they incentivize getting level 3 life support. Maybe there could be some interesting options with the Lanius in these events now?
slowriderxcorps wrote:Just throwing in more words amidst this new possibility: artillery weapons targeting the room that smiles below the game screen will probably look rather silly if they can do that.
Captain's Edition disables all weapons in Radiation Events so this wouldn't be an issue. For all other events though you can't have rooms off the screen or they get targeted by drones and such.
ArmedKevin117 wrote:So, here's a thought that may have been mentioned before...
Why not give the Lanius an "empty beacon" event where they can take some scrap outside the ship and use it to repair the hull?
That's an interesting thought, but Lanius are usually about damaging your hull...

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 4:45 pm
by ArmedKevin117
Russian Rockman wrote:
ArmedKevin117 wrote:So, here's a thought that may have been mentioned before...
Why not give the Lanius an "empty beacon" event where they can take some scrap outside the ship and use it to repair the hull?
That's an interesting thought, but Lanius are usually about damaging your hull...

Lanius crewmen. It would free up an augment slot from having an alternative to the Repair Kit, or maybe stack with it for even better repairs. And it totally makes sense with how they're portrayed; they can walk out onto the hull no problem, and they can melt/reshape metal however it's needed. When you think about it, they're like a walking Hull Repair Kit once you give them some scrap to work with.
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 5:55 pm
by Antimatter
Antimatter wrote: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
i'm guessing from the lack of responses that this is not posible therefore i'm just gonna play vanilla FTL...
bummer
Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245
Posted: Wed Sep 03, 2014 7:26 pm
by stylesrj
Lanius crewmen. It would free up an augment slot from having an alternative to the Repair Kit, or maybe stack with it for even better repairs. And it totally makes sense with how they're portrayed; they can walk out onto the hull no problem, and they can melt/reshape metal however it's needed. When you think about it, they're like a walking Hull Repair Kit once you give them some scrap to work with.
Don't Lanius already have an event like that? They can reproduce in exchange for scrap, reshape the doors in exchange for hull damage... and sometimes they ask if they can fix the hull and if you ask them for what they need, they'll take some scrap, some missiles and drones (probably fuel too) and fix up the hull.
I can't remember though - I use the out-of-fuel events (no distress beacon. Stupid Slugs) by deliberately delaying the fleet by a few hundred thousand jumps and jumping about.
However for some reason I only seem to get repeats of the same one in a sector (even if I play legit and jump from one idle beacon to another). That Lanius, continually polishing his blades...
Is that a bug or a feature of FTL (Or a feature of CE) to prevent someone from jumping around so much in a sector until their entire ship is populated by Lanius?