Re: FTL Captain's Edition 1.299/Inf 1.299b/EL 1.299b
Posted: Wed Apr 05, 2017 11:46 am
Nope, not unless you jailbreak your iPad like my friend did to his.blancfaye7 wrote:Can you play CE on iPad?
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Nope, not unless you jailbreak your iPad like my friend did to his.blancfaye7 wrote:Can you play CE on iPad?
That means you can, thenelijahdb wrote:Nope, not unless you jailbreak your iPad like my friend did to his.blancfaye7 wrote:Can you play CE on iPad?
unfortunately not, since technically each dive places you in the hidden crystal worlds/testing sector,blancfaye7 wrote:In CE Infinite ... Contested Deep Space, it's sector is "?".
So when my game is going on for a long time (more than a day with rests in between), I tend to forget which sector difficulty I was in. Sometimes i was at Sector 7 unknowingly, then I jumped to the Flagship battle, which frustrated me because I wanted to make that run go infinitely until mt ship breaks.
Can that "?" be replaced with the Sector number?
...!mr_easy_money wrote: unfortunately not, since technically each dive places you in the hidden crystal worlds/testing sector,
Yeah that was rather confusing. Wouldn't that break the UI?mr_easy_money wrote: I did just think of something, inevitably it interferes with the game a bit as it'll take up an augment slot: every time you take the catapult jump that takes a whole lot a fuel, you get an augment which is just an event augment, sells for nothing but does exactly what you described: tells you which sector you're in.
first, when the game starts, you get the augment "Difficulty - Sector 1". then when you get to the exit beacon, this is the req for the catapult jump choice (need this so that there is at all times only 1 catapult jump choice), which when you select it, it gives you the next level, "Difficulty - Sector 2". then this new augment will be a req for the next exit beacon and so on.
having multiple of these empty augments doesn't matter because the highest one will tell you what sector difficulty you're in. the catch is that you'll need it to get to the next sector and if you sell the current one you have you won't be able to journey towards the base.
this may be able to be remedied by giving you a blank augment of this type, something like "Difficulty - Placeholder" if you don't have any of the other augments and place it somewhere so that you can access the other augments or something. this is getting mildly confusing and is probably better explained with code.
I really haven't thought of this... lol.mr_easy_money wrote: or you could just write down which sector you're in on a scrap of paper IRL whenever you take the catapult jump
lemme break it down, with pictures this time:blancfaye7 wrote:Yeah that was rather confusing. Wouldn't that break the UI?
mr_easy_money wrote:first, when the game starts, you get the augment "Difficulty - Sector 1".
Right now I have the Difficulty - Sector 1 augment, and I choose the catapult jump. ::edit;; added in the thing about the placeholder and indicate which sector you're going to.mr_easy_money wrote:then when you get to the exit beacon, this is the req for the catapult jump choice (need this so that there is at all times only 1 catapult jump choice), which when you select it, it gives you the next level, "Difficulty - Sector 2". then this new augment will be a req for the next exit beacon and so on.
I believe so. also don't forget enemies can have backup battery, and who knows, maybe it can also go higher than 2 levels?Mr. Mister wrote:For instance, combat augments now use up power from the generator. Out of curiosity, is the enemy power capped as well?
the Internal Generator lets you either use combat augments without reducing generator output or power up another one, so you can do either one, not instead of.Mr. Mister wrote:And does the Internal Generator now let you use combat augments without reducing generator output instead of letting you use two at once?
Now there's a name I haven't seen in a long time. Welcome back to the fray. The coffee machine is over by that wall.Mr. Mister wrote:Yo sleepy, long time no see. Still holding the fort, eh?
I recently got the munchies for some FTL, so I guessed I should stop by and say hi on my way to reinstalling the mods.
I see some big changes since last time I played, as well as surely many unseen and small but numerically significant fixes.
For instance, combat augments now use up power from the generator. Out of curiosity, is the enemy power capped as well? And does the Internal Generator now let you use combat augments without reducing generator output instead of letting you use two at once?