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Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266
Posted: Sun Dec 07, 2014 1:53 am
by Sleeper Service
Are you planning to release that as a ship mod (or would you even have already?) Cause that would be awesome.
Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266
Posted: Sun Dec 07, 2014 3:32 am
by NarnKar
Dang it, Rave. As soon as I saw the Kestrel with detailed interiors, I said to myself: "I want to make a mod out of that".
And then you beat me to it--or at least, claim it first.

Do you mind if I do an alternate take on it? I disagree with some of your room placements.
Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266
Posted: Sun Dec 07, 2014 4:50 am
by R4V3-0N
NarnKar wrote:Dang it, Rave. As soon as I saw the Kestrel with detailed interiors, I said to myself: "I want to make a mod out of that".
And then you beat me to it--or at least, claim it first.

Do you mind if I do an alternate take on it? I disagree with some of your room placements.
Go for it. This mod is already finished but this was before AE was released. so practically as soon as I was finished I was disappointed to find out an update occurred and it was useless.
I put the Engine room 1 step above due to the fact that i can make the room image go into the proper room but as you can see the console for the engines is in another room.
Remember guys how I said I made hundreds of mods but I never release them as I think I did bad? This is an example off one.
However seeing how someone linked my album to the FTL Reddit and lots of people are gushing their eyes out at the awesome ship I am thinking of adding it in.
It could be a collaberation NarnKar. I could link you the hull and stuff. (I lost the gibs

)
Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266
Posted: Sun Dec 07, 2014 4:53 am
by R4V3-0N
Sleeper Service wrote:Are you planning to release that as a ship mod (or would you even have already?) Cause that would be awesome.
I was but I thought it was a bad concept and no one would like it. FTL Reddit says otherwise.

Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266
Posted: Sun Dec 07, 2014 5:05 am
by stylesrj
Can I suggest that at beacons where you encounter a trade ship and you have no trade goods or the right augments to safely raid that ship that the beacon can be used for social events (or count as an empty beacon)
So it'd be like this:
1) Ignore the ship
2) Raid their cargo
3) Socialise with your crew while you wait for the FTL to recharge.
I mean that ship isn't going anywhere and you could use that time to catch up with things. Or would it cause problems with random encounters due to certain augments? (you can't run a training simulation for example).
Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266
Posted: Sun Dec 07, 2014 5:19 am
by R4V3-0N
Sleeper if you want to see my progress on the original rebel ships I already made them in normal size FTL form near the bottom off that album of old pictures (I updated it)
I am also working on any patturns they had at the time. The "Rebel Scout Rigger" and the "Rebel Rigger" have different thickness of stripes and the Normal Rigger has the MFK markings. Also I already got a 100% vanilla unchanged cloaking image for the Rebel fighter however as usual by any mod I make their is no pink glow around the edge of the ship.
I am sorry but my excuse this time is this is how they were in vanilla at the time

Re: FTL Captain's Edition 1.266/Inf 1.264/EL 1.266
Posted: Sun Dec 07, 2014 9:58 am
by R4V3-0N
Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266
Posted: Mon Dec 08, 2014 4:08 pm
by Sleeper Service
CE Resource Pack 1.267
- R4V3-0Ns reworks of the Matt and Justin's original Rebel ship designs added
CE Update 1.267
- Some new ship classes for the Rebels added
- A few new events added
- A few weapon mounts and layout offsets on Rebel assault hulls adjusted
- Some minor fixes
CE Infinite Addon 1.267
- Shield system price increased
- Changes of CE 1.267 imported
Thanks a lot for the work on those vintage ship images, R4V3. Well done!
stylesrj wrote:Can I suggest that at beacons where you encounter a trade ship and you have no trade goods or the right augments to safely raid that ship that the beacon can be used for social events (or count as an empty beacon)
So it'd be like this:
1) Ignore the ship
2) Raid their cargo
3) Socialise with your crew while you wait for the FTL to recharge.
I can see that it is anoying that there is nothing to get out of those events if you are not a pirate, but then again that is actually part of the advantages that piracy capabilities grant. The problems you mentioned also play into this. I'd rather have the empty beacon option restricted to beacons where there really is nothing else you can do.
Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266
Posted: Mon Dec 08, 2014 6:20 pm
by stylesrj
I can see that it is anoying that there is nothing to get out of those events if you are not a pirate, but then again that is actually part of the advantages that piracy capabilities grant. The problems you mentioned also play into this. I'd rather have the empty beacon option restricted to beacons where there really is nothing else you can do.
The solution would then be to not show the trade ship until you start raiding, but this then has the same problem of "saving the civilian ship" or "attacking the pirate trader" where you go in, only for it to be an Energy Fighter and you're flying the Mantis B or the Crystal B.
Or people might confuse it 100% for an empty beacon.
Re: FTL Captain's Edition 1.267/Inf 1.267/EL 1.266
Posted: Tue Dec 09, 2014 5:14 pm
by rannl
Hey Sleepy, I've been digging around CE, trying to see how you handled the 2 different artillery weapons for the Fed A/B and Fed C. From what I've seen, recognition of the Fed cruisers is based on the arti weapon blueprint name. So all events which Fed specific have the req="ARTILLERY_FED" attribute.
In that case, the Fed C is not recognized as a Fed ship, because it's artillery weapon is named ARTILLERY_FED_C.
It seems to me like this was intentional, since the Fed C has a privateer/pirate theme to it.
I was wondering if you might have tried finding a solution to this problem and if you did - what that solution was.