Page 81 of 658
Re: FTL Captain's Edition 1.068
Posted: Sat Nov 23, 2013 2:22 pm
by PaladinGreco
I had to delete a file from CE to make it work.
Re: FTL Captain's Edition 1.068
Posted: Sat Nov 23, 2013 2:31 pm
by Sleeper Service
Eh which one?
/Edit: .DS Store from img/effects I guess? Yeah, no idea what that is doing there. Might have been created by my OS. Was hidden, so I couldn't really tell it was there. I'll guess I remove that...

Re: FTL Captain's Edition 1.068
Posted: Sat Nov 23, 2013 2:41 pm
by Mr. Mister
You know, there's one thing that bugs me a little about the wayyretextured the planets with Planetary Artillery warnings on top: Instead of the hoizontal-diagonal lines you also use to point at all the other impact locations, why don't you try to place a red circle outline on the planet and then put the text or a symbol inside, witha another small circle/cross to point at the exact place if you want? With the current warning, it can get a bit confusing it's pointing at the planet or the shield.
Haven't gotten to the boss in 1.068 yet, but I did fight him in 1.067, and the slow beam did indeed make him harder (specially during drone swarms), but it felt good man. I guess it is a high difficulty increase for those unfortunate yet brave souls that get to the boss with no shields at all, but at the speed you set it it's good.
The next step would be to mess with the drones it calls during drone swarm. CE introduces many new drones, so it's a bit of a shame that none of them show up during the time you see the most drones onscreen, don't you think?
Putting at least an ion drone on the drone sward would be fun, as since the flagship doesn't have the ion artillery weapon by that point. Replace one Beam Drone with a Light Laser drone to cause some breaches. Be creative!
Can you change the drone swarm cooldown BTW?
Sleeper Service wrote:Eh which one?
/Edit: .DS Store from img/effects I guess? Yeah, no idea what that is doing there. Might have been created by my OS. Was hidden, so I couldn't really tell it was there. I'll guess I remove that...

I should say that I played wiuth 1.068 and had no problems with any spare file, so maybe it was created on the user end for you two.
Re: FTL Captain's Edition 1.068
Posted: Sat Nov 23, 2013 3:40 pm
by Sleeper Service
.DS Store in img/effects definitely was added already on my end, so if it causes problems for some users it will be cleaned up. Well, actually I already removed it in the current upload.
Unless there is a stray blueprint or list for the drones and projectiles of the power surges they are pretty much off limits for moding. Unfortunately.
Re: FTL Captain's Edition 1.068
Posted: Sat Nov 23, 2013 6:06 pm
by dalolorn
Sleeper Service wrote:.DS Store in img/effects definitely was added already on my end, so if it causes problems for some users it will be cleaned up. Well, actually I already removed it in the current upload.
Unless there is a stray blueprint or list for the drones and projectiles of the power surges they are pretty much off limits for moding. Unfortunately.
I believe one of the ARTILLERY_WEAPON blueprints is for the power surge projectiles. Drones seem to be a large quantity of regular ingame drones.
Re: FTL Captain's Edition 1.068
Posted: Sat Nov 23, 2013 10:59 pm
by Sleeper Service
Speculation, but yes, by assigning other drones the original ID of the combat and the beam drone the power surge could maybe indeed spawn two different types of drones. Bäh Flagship modifications are way to annoying to test.

I see no way to just add one or two drones.
If the power surge of phase III really uses the artillery blueprints then it actually should show UI prompts on impact and deal two damage now. Although I somehow doubt that it is that easy. Another thing that needs confirmation...
Re: FTL Captain's Edition 1.068
Posted: Sun Nov 24, 2013 1:15 am
by Mr. Mister
To test flagship modifications, you could have a QA module that gives the kestrel a 5-shield piercing, 10-damage, 1-cooldown laser.
Re: FTL Captain's Edition 1.068
Posted: Sun Nov 24, 2013 1:18 am
by Sleeper Service
I already us the "Testrel" with full systems and OP weapons to test stuff, but jumping through eight sectors to get there is still boring, even if you take the most direct route.
Re: FTL Captain's Edition 1.068
Posted: Sun Nov 24, 2013 4:14 am
by PaladinGreco
Mr. Mister wrote:To test flagship modifications, you could have a QA module that gives the kestrel a 5-shield piercing, 10-damage, 1-cooldown laser.
Careful. If you do that too much, you get unrealistic feedback from performing the test. It is far better to use the same things available to players, perhaps even doing so on the assumption that they may have had to spend a lot of scrap on repairs or had an entire nebula sector that gave them no encounters. Cuz that happens. Using a golden gun doesn't do anything but test the golden gun, since you'll reach the boss unscathed every time, and have the option to blow it out of space at your leisure at the cost of a weapon slot you'd normally devote to playing/testing properly. It's an easy habit-trap to fall into.
Sleeper Service wrote:I already us the "Testrel" with full systems and OP weapons to test stuff, but jumping through eight sectors to get there is still boring, even if you take the most direct route.
Then don't.
Use this tool to get to the parts you need to test instead. Be sure to thank Vhati. I've been using this to test the flagship edits, both back in the split dev trial and now. I've also been using it to give myself maxed sensors for all test runs, so I can see if something is clearly wonky with the enemies (these runs have their scores deleted at the end using the same program, so they effectively never happened as far as the game knows). You can set many parameters to be more like what the player will have when they face the boss, too, in addition to just skipping the monotony of 8 sectors of godmode.
Be mindful not to do tests against upgraded enemies (let's be frank, the boss is upgraded) with outrageously op ships, or you'll lose focus on the player experience. Also do test runs with something other than the Fed Gunships, especially Red-Tail, which is one of the most powerful ships in the game because of the early carry. Try testing in the Zoltan-B, Slug-B, Stealth, and Mantis ships every once in a while. The game isn't anywhere near as kind to them as the gunslingers. The game is terribly unkind to Fed Cruisers right now, too, since the upgraded boss has made Cloaking almost mandatory, and they can't.
Just some suggestions. :'D
Re: FTL Captain's Edition 1.068
Posted: Sun Nov 24, 2013 5:02 am
by ArmedKevin117
Out of curiosity, has anyone ever brought up the idea of an ion beam? I did a search for that, but all I found was an artillery beam modifier.