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Re: FTL Captain's Edition 1.066b

Posted: Wed Nov 06, 2013 8:24 am
by R4V3-0N
lol...

Re: FTL Captain's Edition 1.066b

Posted: Wed Nov 06, 2013 8:57 am
by The Captain
So I was making a run in Hasta la Vista, a Zoltan B, still had my starting (Ion Blast Mk I & Hasta Beam) x2 in sector 5. Bought Old Dual Shot Lasers just because it was cheap, and maybe I'd need it. Then I ran into a store with a Maul Beam - it was expensive, but I had the scrap. Only 3 power for 5 damage? I thought I'd try it, and once I'd got enough scrap for upgrading Weapons Control, swapped it for one of the Hasta Beams, and put in the Old Dual Shot for the other.

Whoa, that Maul Beam is kinda short and quick, but it hits hard! :o And I didn't even have to get all the shields down. :twisted:

Re: FTL Captain's Edition 1.066b

Posted: Wed Nov 06, 2013 1:43 pm
by ArmedKevin117
abyssion425 wrote:Wha?

Image

Image

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but I don't have a slug on board though...
event involved a flushed rebel soldier and i picked option 2.
I don't know where to start laughing at this. On the one hand, it's weird that you're getting a slug-based event without a slug on the ship. On the other, there's a hilarious irony to a slug telling you that someone else is trying to manipulate you.

Re: FTL Captain's Edition 1.066b

Posted: Wed Nov 06, 2013 7:06 pm
by R4V3-0N
I don't care if that is not intentional or not.

I want a event that has a more polished version of this, maybe add that you don't remember the slug crew member being there earlier or something like that. Maybe get the slug to be your crew member and then have split endings, the slug is okay, the slug does dodgy things and you kill him -in the same event- etc.

Re: FTL Captain's Edition 1.066b

Posted: Wed Nov 06, 2013 8:15 pm
by Mr. Mister
I don't exactly remember the outcomes of such event, so let's try to break it down:

First regular option is to order crew to capture the traitor. Haven't tried, so don't know what happens. I suspect you lose a crew member, ship engaging starts, and there's an intruder on board (might be randomised between intruder on board and no intruder, "your crew successfully overcomes him").

Second regular options is to try and Et ai him. You might avoid losing the crew member this way (battle still happens), but he might also go Brutus damaging the hull a bit (IIRC, and I might not) and taking a scape pod. I don't know if the standard intruder+battle scenario is a possible outcome as well, and I would have to think wether I would include it or not (if it were me designing this), but I thknk I might include it too.

And I guess there's a slug blue option, whose advantage seems to be that you can conserve your crew member (maybe more chances than second regular, by having him tell you about his father), and if you do in fact lose him, at least he won't cause hull damage, since you won't give him the benefit of the doubt to escape (I would also add a low chance that he resists and appears as an intruder too, apart from the gets-subdued outcome).


So, what I'm guessing happened here (assuming sleepy didn't accidentally include the blue-slug "he gets subdued" into another option's outcomes) is that you got a slug at the end of the last beacon, but you didn't read/notice it.

Then you got the "EVERYBODY HANDSorclawsUP!" event, chose the slug-blue option, and had its subduing outcome... with the slug itself being the randomly selected traitor.

I think such possibility is something we can overlook, since crew removal is hardcodedly random.



Hell, if something, I'd adress the fact that, when they appear as a boarder, the traitor probably changes species. So you, sleepy, could edit the intruder outcomes' texts so they say he disables his personal holocamouflage, takes off his rock suit, or rolls a 1 in sneak.


I really like that event as it pushes us out of our expectations, and damn it if I wasn't mad at one of my two only remaining crew members do this.

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 1:23 am
by Sleeper Service
I think you are mixing stuff up there. The event that ArmedKevin117 described is the ALISON_DEFECTOR event, a vanilla event that involves a freshly teleportet Rebel who claims that he want's to change sides. CE allows for to mindread his intentions if you have a Slug crew member. I checked the event again and have no idea why there was the blue option without having a slug crew member. Please report if that repeats itself.

Concerning the actual event where a crew member betrays you: This event uses the "traitor" crew loss tag now, so you actual fight your own real crew men instead of a possibly faction swapped boarder. The Slug blue option in that event negates all negative outcomes and lets you keep your crewmen. The event never says who is the traitor, so scenarios where the traitor is also the person who helps you recognise the traitor are rare. That can basically only happen if the player runs into that event with only one crew member left, who also happens to be a Slug.

Image

Meanwhile, the crew skin addon has been reworked a little.

CE People Modified Addon (CEPM) 2.0
-Structure reworked, contains a metric ton of separate FTL files for each crew skin now, should be easier to use
-One more Crystal skin added.

The new readme, also contains a list of the available crew skins now:

Code: Select all

CE People Modified (CEPM) Readme



Welcome captain!

What do we have here?
The CE People Modified Addon lets you change how FTLs crew looks. The addon currently contains 41 new skins for FTLs crew.

The new skins replace vanilla skins, it can not remove the general limitation that all enemy or player crew looks the same. 



How to use this Addon:
Copy the mod file you want to use into the modfolder of the mod manager of your choice or just copy all of them and select the skins you want in the mod manager. 

Skins that have the same faction (Human Male, Human Female, Rock etc...) and the same alignment (Enemy or Player) will override each other. Skins of the same faction, but of different alignment will not override. Therefore it is possible to change player and enemy skins separately. Try it out!

Example: Select CEPM Engi Steel Enemy and CEPM Engi Rusty Player in the mod manager. Patch and launch. Ingame, your captain will look like it is as run down as his ship, but enemy Engi will be in pristine steel condition.



Overview of currently available crew skins:


Battle Drone High Tech - A steel version of the battle done (boarding and AP) that fires Gatling projectiles and powers a micro shield generator.
Battle Drone Rebel - A battle done (boarding and AP) in Rebel yellow.
Battle Drone Military - A greenish battle done (boarding and AP), matching the style of the Federation cruiser type B.
Battle Drone Terminator - A dark version variant of the battle done (boarding and AP). Fires Gatling projectiles.

Crystal Obsidian - A dark purple version of the Crystal, fires obsidian shards and spawns slightly more spiky crystals when using lockdown.
Crystal Red - A red Crystal, matching the style of the Crystal Cruiser B.
Crystal Rocklike - A Rock shaped Crystal being, in the blue style of the original crystals.

Engi High Tech - A polished steel version of the Engi. Activates a personal shield in combat.
Engi Rusty - A brown/redish version of the Engi. Fleshy and rusty looking.
Engi Steel - A coold metal bluish variant of the Engi.

Human Militia - A human in a greenish uniform, matching the style of the Federation cruiser type B.
Human Redshirt - “So the captain, the first officer and the ship's doctor and sometimes the engineer all beam down to a planet. Together." ...
Human Rogue - A human in a geyish brown uniform. An attempt on making a firefly skin. Earth colors!
Human Space Suit - Humans in white space suits from the future. Helm is missing, unfortunately.
Human Spec Ops - Humans in dark operative uniforms. Activate personal shielding in combat.
(all skins available for black/white/male/female)

Mantis Blue - A blue variant of the Mantis, matching the style of the Mantis cruiser type B. Shoots bone-spikes as ranged attack.
Mantis Dark - A dark variant of the Mantis with shiny white blades. Shoots bone-spikes as ranged attack. Basically Xenomorphs in FTL.
Mantis Red - A blood red Mantis, matching their ship color.
Mantis Uniform - A green Mantis in red uniform. One of the skins that did not turn out so great...

Repair Drone High Tech - A polished steel version of the Repair Drone. Has slightly modified status lights colour and uses a high powered arc welder to fix stuff. Deploys a shield when fighting fires.
Repair Drone Rusty - A brown/redish version of the Repair Drone with slightly modified status lights and welding light color.

Rock Ancient - A Crystal shaped Rock, matching the tone of the vanilla Rockmen.
Rock Dark - A dark and gritty version of the Rockmen. Would fit nicely in any cover-based tripple A shooter.
Rock Jungle - A dark/greenish variant of the Rock, moss everywhere.
Rock Magma - Orange Rockmen, failed attempt on making a Rock with armor-plating.
Rock Sandstone - A pale orange variant of the Rock. Close to their ship colors.
 
Slug Blue - A intense blue variant of the Slug.
Slug Cloak - Vanilla Slug that cloaks when walking or fighting. Still visible to player and enemy.
Slug Nebula - A Slug that matches their ship colors.
Slug Purple - A more intense purple Slug skin, not exactly stealthy...

Zoltan Astral - A whitish blue variant of the Zoltan. Increased glow.
Zoltan Rose - A pale red variant of the Zoltan. Increased glow. Glows even more when fighting hand to hand.
Zoltan Sun - A yellow variant of the Zoltan. Increased glow.
Zoltan Teal - A teal Zoltan skin. Glows more as well.




FAQ and Troubleshooting

How fancy are the new crew skins?
Not too fancy. They are mostly simple recolorings. Nothing has changed at the actual look of crew in terms of body structure and stuff. Some new skins have glow added. A few do special things, like the slug that cloakes as long as it walks or fights. All crew projectiles have been changed to be more varied and less pixely. All this has no effect on actual gameplay of course.
Some more crew variants might be added in the future.

Why does the enemy boarding drone change color after I jump away?
Seems Boarding drones change alignment when they deactivate. I consider making separate skin modding for Battle Drones unavailable. If the color change bugs you, install matching skins for enemy and player battle drones.

Something is still not working correctly. This is so disappointing.
If this readme and troubleshooting did not help you out, then please post your bug report in the Captain's Edition thread in the FTL forum.
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=15663

Why are there no modified _enemy_ sheets for humans?
I'm pretty sure there are some wack people out there that would like to travel the galaxy murdering only black dudes. This people can figure out how to get the game to do that by themselves. Further, the Rebels seem to recruit only white males. Not clear if that is supposed to point out that they are the fascist here but their crest looks definitely like it. For further inquiries about racism in FTL check out:
http://www.youtube.com/playlist?list=PL0sH_FZ07FYNKZ9v1MJqQFxBHb4VSsk3B
For further inquiries about racism in general check out:
http://yoisthisracist.com/




Enjoy!
Sleeper Service

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 5:52 am
by NewAgeOfPower
Nice to know you've already accounted for the probability, lol...

Anyways, is it possible to overcome the constricting augment text box limits? I can't even put in two sentences.

I managed to squeeze in things like:

"<desc>The Union Shipyards Standard Utility Armature, Drone Retrieval variant is a must-have for any ship heavily involved in drone ops. Allows for rapid retrieval of drones.</desc>"

but anything longer overflows...

Also,

"<desc>The Union Shipyards Standard Utility Armature, Engineering/Repair variant is a must-have for any repair ship. Includes Clippy, an friendly scrap sorting and usage tool.</desc>"

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 8:51 am
by adi
The new skins replace vanilla skins, it can not remove the general limitation that all enemy or player crew looks the same.
Just out of curiosity: is it possible to add new races to the mod?
If answer is "yes" this limitation could be bypassed by creating multiple races with the same abilities, but with different colors (for example: Red Mantis, Green Mantis, Yellow Mantis as separate races).

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 9:50 am
by R4V3-0N
You can't add new races and can't edit stats of current ones, both are hard coded.

But there is 1 not used race known as "Ghost" which is renamed and used in this mod.

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 12:17 pm
by Sleeper Service
NewAgeOfPower wrote:Nice to know you've already accounted for the probability, lol...

Anyways, is it possible to overcome the constricting augment text box limits? I can't even put in two sentences.

I managed to squeeze in things like:

"<desc>The Union Shipyards Standard Utility Armature, Drone Retrieval variant is a must-have for any ship heavily involved in drone ops. Allows for rapid retrieval of drones.</desc>"

but anything longer overflows...

Also,

"<desc>The Union Shipyards Standard Utility Armature, Engineering/Repair variant is a must-have for any repair ship. Includes Clippy, an friendly scrap sorting and usage tool.</desc>"
You could inquire if you can use the smaller font from the sM polish kit to gain space for two or three more words. But the weapon descriptions really don't give a lot of space. Frequently event my plain descriptions are too long, so putting also the lore in there easily causes overflow.

I like the little lore bits. Would be a shame to let that go to waste. Maybe you can have empty beacons broadcasting Union Shipyards commercials for all the weapons and other stuff? This way the player could also get previews on weapons he hasn't found yet. And after all Union Shipyards operates more than 500 shipyards, repair yards and related companies galaxywide. :) They probably would put up some adds.