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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 10:34 am
by Krazyguy75
stylesrj wrote:
Krazyguy75 wrote:It's more of an issue that when you are in the room (such as when you fight off boarders), the system gains an extra bar of power and thus is disabled. It's not a major problem, but it is inconvenient and irritating.
So is having enemies teleport in your door room and dropping them by a level as your crew fights off the intruders while a second group is trying to bust through elsewhere.
Then once the boarders are wiped out in the room, you should be moving the security team elsewhere.
It's an equal issue when you are trying to fight off said boarders and the security doors all disable due to the room having people in it, allowing the second team free access to all your ship.

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 1:18 pm
by stylesrj
It's an equal issue when you are trying to fight off said boarders and the security doors all disable due to the room having people in it, allowing the second team free access to all your ship.
First: Why would you put someone in Doors when it's at Level 4?
Second: If it's because they just fought off the first team, then take them out of Doors and move them to the second team to fight them off.

I don't see any problems with Level 4 Doors and Sensors. Infinite Space allows all sorts of things regular CE doesn't have and gives me high respect for the Teleporter Disruptor.
Artillery is buggy as it is, so what's another buggy system to do anyway?

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 1:35 pm
by Sleeper Service
Artillery isn't bugged to the extend that it breaks ingame mechanics. It just prevents you from saving. If I knew that beforehand I might not even have introduced player artillery in the first place.

Glitches lvl 4 sensors and doors create an obviously broken game behavior. Of course the player could adjust to that, but don't see how the benefits would justify forcing him to. Crew walks through your doors and sensor room all the time, there is no way to explain why this disables the system once it is on lvl 4. If you want this so bad you can easily introduce it to your own game. It really just involves changing a few entries.

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 2:50 pm
by stylesrj
Glitches lvl 4 sensors and doors create an obviously broken game behavior. Of course the player could adjust to that, but don't see how the benefits would justify forcing him to. Crew walks through your doors and sensor room all the time, there is no way to explain why this disables the system once it is on lvl 4. If you want this so bad you can easily introduce it to your own game. It really just involves changing a few entries.
Well, if your ship has 4 boarding crew, two Zoltans in Shields and an Engi on Engines and Piloting... you don't need to station anyone in those systems if you want to check on automated ship repairs (although you could move someone out of the Engine Room or whatever for the same effect, but this might cost you if you're taking fire and need to know when the AI pilot is coming back online. Especially those Automated Cruisers)

I could just mod the system for my own personal use, but then I'd have to do it again for each update.

But like I said before, it could be an IS thing and really expensive so you'd have to be serious about how you'll be using the system before buying it.
Because it doesn't sound too hard. You buy level 4, no need to man the station and it disables itself at "level 5" when someone operates it. Are there any other glitches I'm not aware of beyond that's making everything seem crazy for suggesting?

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

On similar note, does it sound like a good idea to have Level 3+ doors provide blue options during events where you dock at someplace and instead of having pirates board your ship, you turn it into an easy firefight like that refuelling station event in vanilla?
I'm still a little peeved by that 152 turrets store letting those pirate goons board my ship just because I left to go shopping. Did I leave my space keys in the airlockdoor again?

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 6:10 pm
by Sleeper Service
stylesrj wrote:I could just mod the system for my own personal use, but then I'd have to do it again for each update.
You don't, you can turn it into a submod that covers just this single change. I quickly made you one.

As mentioned, crew might be moved in or through the subsystem rooms due to various reasons. Fire, repairs, transition, boarders. All this will leave a window where crew mans the system and therefore deactivates it. Which suck and makes the system actually worse on lvl four.
stylesrj wrote:On similar note, does it sound like a good idea to have Level 3+ doors provide blue options during events where you dock at someplace and instead of having pirates board your ship, you turn it into an easy firefight like that refuelling station event in vanilla?
Yes it does, its already on the to do list. You can stop posting this suggestion, this was the third time if I count right.

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 8:48 pm
by el Rago
hi

do typos count?

Image

found some weird semantics here

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 10:57 pm
by DragonMaster2962
The Mod Wont Work PERIOD

I'm only using the latest versions of the following components and it doesn't work

FLT CE Texture Pack
FTL Captains Edition
FTL CE Infinite Space
FTL EL Texture Pack
FTL Endless Loot

Please fix the flipping mod!

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 11:06 pm
by Russian Rockman
DragonMaster2962 wrote:Please fix the flipping mod!
Well that was rude... :roll: Could you be more unspecific?

I'm sorry you're upset, but without any details no one can really fix your problem. Try using just base CE and the Texture pack and see if that works?

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 11:08 pm
by stylesrj
Sleeper Service wrote:You don't, you can turn it into a submod that covers just this single change. I quickly made you one.
Oh thanks :)

I guess I can do the same for modifying fleet pursuit outside of Infinite Space (for test runs of course. Yeah test runs!)
Yes it does, its already on the to do list. You can stop posting this suggestion, this was the third time if I count right.
Sorry, every day I come in and usually the page has shifted. My mind's always been on other things and I keep coming back to this one...
DragonMaster2962 wrote:Please fix the flipping mod!
I'm with Russian Rockman on this. That was rude.

The answer to your problem is that it's most likely Endless Loot that's causing it. Which is unfortunate because Endless Loot is something I want to try out.

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Sat Sep 13, 2014 11:34 pm
by DragonMaster2962
stylesrj wrote:
Sleeper Service wrote:You don't, you can turn it into a submod that covers just this single change. I quickly made you one.
Oh thanks :)

I guess I can do the same for modifying fleet pursuit outside of Infinite Space (for test runs of course. Yeah test runs!)
Yes it does, its already on the to do list. You can stop posting this suggestion, this was the third time if I count right.
Sorry, every day I come in and usually the page has shifted. My mind's always been on other things and I keep coming back to this one...
DragonMaster2962 wrote:Please fix the flipping mod!
I'm with Russian Rockman on this. That was rude.

The answer to your problem is that it's most likely Endless Loot that's causing it. Which is unfortunate because Endless Loot is something I want to try out.
im sorry about that i just wanted to play one of my favorite games when combined with mods which i haven't player for a while and i kinda lost it, sorry.