Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275
Posted: Wed Jul 29, 2015 7:05 pm
I can't reproduce the issue. But it indicates that something is overwriting your exit events. Can you post your complete mod load order please?
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<mod:findName type="blueprintList" name="DRONES_COMBAT_PROJECTILE">
<mod-append:name>COMBAT_3</mod-append:name>
</mod:findName>
<mod:findName type="blueprintList" name="DRONES_STANDARD">
<mod-append:name>COMBAT_3</mod-append:name>
</mod:findName>
<mod:findName type="blueprintList" name="COMBAT_DRONE_LIST">
<mod-append:name>COMBAT_3</mod-append:name>
</mod:findName>
<mod:findName type="blueprintList" name="DRONES_STANDARD_PLAYER">
<mod-append:name>COMBAT_3</mod-append:name>
</mod:findName>
Odd, this should work. Maybe try redownloading and reinstalling infinite.moop wrote:Sure! Load order is:
Better planets and backgrounds
CE Resource Pack
CE 1.27
Better planets compatibility patch
CE Infinite
Both better planets and regular CE work fine. Just tried a fresh install of FTL and problem remains. Thanks for looking into it!
Yeah, while this technically could work it does also create the question why you can't do this all the time with any ships to escape. I tried to imply in the drone deploy text that this really only works cause the fleet is big and cumbersome and easily distracted, but I guess it still creates the question why this isn't always possible.Biohazard063 wrote:(Combat Drone) Distract the rebel ship.
Causing the enemy ship to turn neutral and immediately allowing you to jump (or wait and "re-roll" the ship and hope for an easier foe in case you're out of fuel).
Then when you have beaten a ship, another chance to use drone parts to actually delay the fleet by 1 jump:
(Combat Drone) Leave behind some drones to cover your escape.
Again, this might already be in the game, but it just got me thinking. Seeing how it's a good idea but is often not the most appealing choice on empty beacons. Seeing how if you have the option, you probably want to spend your drone parts in combat. And if you're in an empty beacon, chances are likely the fleet isn't posing a threat (yet).
Sounds like a great but cruel ideaSleeper Service wrote: On a slightly different note: I considered whether Zoltans might offer to sacrifice themselves by being turned into fuel when you run out.
In normal situations I would say " Yes, why wouldn't we have the option to do that on every other ship ? ", but I know how much more work that would be to add. I've seen the amounts of times blue options for say the combat augments pop-up in the mod files.Sleeper Service wrote: Yeah, while this technically could work it does also create the question why you can't do this all the time with any ships to escape. I tried to imply in the drone deploy text that this really only works cause the fleet is big and cumbersome and easily distracted, but I guess it still creates the question why this isn't always possible.
On a slightly different note: I considered whether Zoltans might offer to sacrifice themselves by being turned into fuel when you run out.
Right but I'm pretty sure the player will wonder why he can't do this in any fight then. Why couldn't he? I'm not arguing so much on a lore basis here anyway. The delay option exists because I wanted to provide a not-so-straight-forward way for the player to turn drone parts into resources (time). Because that was an often requested features and I found the delay scenario was an interesting way to put that in. (Mine layers create a similar options for missiles.) However I'm not sure why merely having combat drones equipped should enable the player to trade drone parts for easy escapes. It could be interesting, but I'm not sure why drones need that additional perk. The delay scenario on the other hand answered a clear design problem: players often said they want to be able to turn their consumables into resources, but had few ways to actually do that. CE introduced ways, with downsides however to keep things tight.Biohazard063 wrote: In normal situations I would say " Yes, why wouldn't we have the option to do that on every other ship ? ", but I know how much more work that would be to add. I've seen the amounts of times blue options for say the combat augments pop-up in the mod files.
For me it seems more obvious that a few drones would have an easier time distracting an enemy ship rather than an entire fleet.
I guess we all have our different views about this sort of stuff...
In this case of the rebel, it's still only 1 ship usually combined with ASB or PDS that's targeting you.
So if you can make it fit so that 1 ship can be distracted, you're pretty much good when it comes down to lore.
Nah it makes sense. They're willingly offering up energy for the ship's FTL drive. The power of love and loyalty always provides 300% more power than desperation. Think of the FTL fuel recycler. You're scraping the bottom of the barrel to get more fuel. Your crew is haggard and exhausted from the chase and the lack of fuel has put them on edge.You would have to change the possible reward of talking to your Zoltan crewmember and getting free fuel though. Wouldn't make to much sense otherwise.
Probably make it so the clonebay can't bring him back.
The idea was that they offer to die voluntarily, to sacrifice themselves for the mission and all. The reward would have been rather high (10-20 fuel). But yeah, I realized there is little reason why you couldn't just clone them (damn you AE!), so this probably won't happen after all. Merging an Engi with you hull though... "Your clone-bay obviously won't review your crewmen, as it is still alive as part of your plating."stylesrj wrote:Sacrifice a Zoltan for fuel?
That sounds like something a pirate would do.
Yeah, that might be something to look into.stylesrj wrote:Ok, speaking of the Backup DNA Bank, can that augment have some more use in events? Like during a Quarantine Zone or other events involving medical problems? After all, if something goes wrong, you have a massive bank of backups to work with to find the clone that doesn't have the disease.
What about using the Drones or Mines to neutralise artillery ships? You sacrifice several drone parts or missiles to "take the hits" and so you only encounter an artillery spotter using its regular guns? Why wouldn't it run away? Because it thinks its still going to hit you with its big guns.Sleeper Service wrote:Right but I'm pretty sure the player will wonder why he can't do this in any fight then. Why couldn't he? I'm not arguing so much on a lore basis here anyway.