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Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 1:17 pm
by Estel
I've just "returned" here after prolonged absence due to real life stuff (purchase of new flat, moving, lack of ISP for some time, etc), and bah, ~25 pages since my last visit. I've gone through all of them, and - WOW, it's really awesome how this great mod developed during those "few weeks".

I'm really, really astonished by what was achieved, especially that - apart from community feedback, spellchecking, and additions like sM polish - this is a "one man show", even more, a man who does it for months, effectively creating a FTL 2.0, without even agreeing to accept donations (and stating how much fun he got will all this hard work!). It's really awesome. Completely crazy, but in the best meaning.

Downloading latest version - I can't want for being blown to bits by some mysteriously bounty hunters or terminators (which I deliberately avoided spoiling myself about), or to blow up some nasty, big, terrifying rebel BS(hip). Thanks a lot for that!

/Estel

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 2:07 pm
by Sleeper Service
Hehe welcome back. I'm quite astonished myself how big the mod has become.

You can check out the crew skin addon as well and throw some new crew appearances into the mix. Enjoy!

Some news from R&D appartment: Hyperspace jumps between sectors can not be simulated nicely because apparently the game does not let you change the background graphic twice in an event (that was necessary to show that the player arrives/exits the hyperspace tunnel). I still really want this to work somehow... in order to set sector jumps apart and make fuel more important. The idea was to let the player choose how much fuel to spend to increase travel safety or event get a head start against the rebels.

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Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 2:44 pm
by dalolorn
Sleeper Service wrote:Hehe welcome back. I'm quite astonished myself how big the mod has become.

You can check out the crew skin addon as well and throw some new crew appearances into the mix. Enjoy!

Some news from R&D appartment: Hyperspace jumps between sectors can not be simulated nicely because apparently the game does not let you change the background graphic twice in an event (that was necessary to show that the player arrives/exits the hyperspace tunnel). I still really want this to work somehow... in order to set sector jumps apart and make fuel more important. The idea was to let the player choose how much fuel to spend to increase travel safety or event get a head start against the rebels.

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1. Can you set the hyperspace background to be the default for all beacons (before events load)?

2. If so, can you have choices in events change the background? (load another event, perhaps?)

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 2:55 pm
by Mr. Mister
Mmm... since all sector entry beacons have no events outside a comment on what type of sector it is (which becomes kinda necessary in CE to confirm wether you guessed good or not from its name), you could set the hyperspace background as their default and then a normal one to follow, changing it only once.

However, I don't see that happening in sector exits: their beacons can have standard events, meaning that the only option would be to write exit-beacon exclusive event lists from scratch, and even then those would not be able to include other background changes. Also, I don't think you can trigger events on the player's jump (or force the player to jump with an event, for that matter), so the only place to change the background would be when ending whatever event was going on there, right next to battle rewards, and the background would change even if your engines were offline.

Also, and on regards of that new Improved Flagship Mod: What about giving the Rebel Flagship's Drone Surge an offensive drone of each type (maybe not all kinds though, there's too many). That would be interesting.

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 3:39 pm
by ArmedKevin117
Mr. Mister wrote:Mmm... since all sector entry beacons have no events outside a comment on what type of sector it is (which becomes kinda necessary in CE to confirm wether you guessed good or not from its name), you could set the hyperspace background as their default and then a normal one to follow, changing it only once.

However, I don't see that happening in sector exits: their beacons can have standard events, meaning that the only option would be to write exit-beacon exclusive event lists from scratch, and even then those would not be able to include other background changes. Also, I don't think you can trigger events on the player's jump (or force the player to jump with an event, for that matter), so the only place to change the background would be when ending whatever event was going on there, right next to battle rewards, and the background would change even if your engines were offline.

Also, and on regards of that new Improved Flagship Mod: What about giving the Rebel Flagship's Drone Surge an offensive drone of each type (maybe not all kinds though, there's too many). That would be interesting.
You say that you can't force the player to jump with an event, but Infinite Space does that at the end of every sector. Or do I misunderstand?

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 3:47 pm
by Sleeper Service
dalolorn wrote: 1. Can you set the hyperspace background to be the default for all beacons (before events load)?

2. If so, can you have choices in events change the background? (load another event, perhaps?)
Yeah that would be kind of the last straw. It would involve changing every event in the game to first display a non default background, because only the global default can be changed (<imageList name="BACKGROUND">). I don't think I will go through with this. Missing out changing any events will cause hyperspace backgrounds to appear out of place and it would take ages to implement that without errors...

Infinit Space forced jumps are technically the jump to the secret sector. That's something different.

I also tried having the background as a planet, but planets seem to have the same limitation...

One other option would be to have the starting beacon as a pure hyperspace event. But I don't want to sacrifice that event cause it played so nicely as an guaranteed empty beacon. :(

Re: FTL Captain's Edition 1.066b

Posted: Thu Nov 07, 2013 4:41 pm
by NewAgeOfPower
Hyperjumps look amazing!

Re: FTL Captain's Edition 1.066b

Posted: Fri Nov 08, 2013 2:05 am
by ArmedKevin117
Okay, just thought of this...
This event has you find an escape pod floating in space, but when you bring it aboard you discover it's mantis, and consider jettisoning it. How about an option if you have a slug on your crew to read the mind of whoever's inside it and see what they would do? (Mantis/kill a crewman, Mantis/join crew, Human/join crew)

Re: FTL Captain's Edition 1.066b

Posted: Fri Nov 08, 2013 9:46 am
by Mr. Mister
Already done. I've only had the opportunity to use it one time, and it confirmed me that it was a mantis inside (what you discover initially is that the pod is of mantis origin), confused and scared, albeit he couldn't give me more details.

It went furious when I opened it.

Regardless, that was probably one of the least likely outcomes, and there are others when the slug can voucech for the cooperativeness of the mantis, or at least confirm there's a human inside.




Anywho: sleepy, seeing how you incorporated a (Mantis Ship) blue choice into most piracy events, would you consider including a (Federation Crruiser) or (Artillery Beam) blue choice into events with (Beam) blue choices, like the one where you find a pirate ship trapped in asteroids?

Re: FTL Captain's Edition 1.066b

Posted: Fri Nov 08, 2013 10:45 am
by R4V3-0N
Just an idea but is there any quest at all in FTL CE or vanilla mentioning black holes?
From what I can tell those are more common then other phenomena, yet you run into them in vanilla eg wormholes.