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Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Tue Dec 03, 2013 5:07 am
by jep
Sorry for the double post, but completely different issue.
Is it just me, or does it trip up anyone else that the "bribe" event options are given the 1 hotkey? I'm so used to choosing 1 most of the time that even though I look at the screen and say "yep, want to fight them" I wind up choosing the bribe event by accident. This is both for events where the enemy wants a bribe from you as well as offering you a bribe.
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Tue Dec 03, 2013 10:25 am
by R4V3-0N
that isn't exactly an issue... only muscle memory for you.
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Tue Dec 03, 2013 10:40 am
by Mr. Mister
It's more of an issue for me when I'm about to select a weapon with the keyboard, and just a centisecond before I press it the surrender window comes up, maybe causing me to accept surrender.
Awelgat wrote:
I used the same link that you just provided except I clicked on it from the front page of the mod. Your link still gives me the same result with no .ftl. I get a few other files: audio, data, fonts, img, and mod-appendix.
Here's the link just so you have it and I also have already downloaded slipstream and I am using it to run two other minor mods to the game.
https://dl.dropboxusercontent.com/u/722 ... 01.069.ftl
...dude, it IS a .ftl. make sure you're not opening it by default.
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Tue Dec 03, 2013 10:51 am
by R4V3-0N
Mr. Mister wrote:It's more of an issue for me when I'm about to select a weapon with the keyboard, and just a centisecond before I press it the surrender window comes up, maybe causing me to accept surrender.
that's why I do everything by mouse

and that happens in vanilla as well.
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Tue Dec 03, 2013 11:53 am
by kartoFlane
Awelgat wrote:I used the same link that you just provided except I clicked on it from the front page of the mod. Your link still gives me the same result with no .ftl. I get a few other files: audio, data, fonts, img, and mod-appendix.
Are you using a Mac or a Linux distro? It's quite possible that your OS recognizes the .ftl file as .zip file (because extensions really are a lie anyway), and has your browser automatically display its contents instead of downloading.
Either way, to get around this, right-click on the link and select "Save target as..."
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Tue Dec 03, 2013 3:43 pm
by aaaaaa50
jep wrote:Speaking of making running an option, I had a further thought along this line. Forgive me if it's already been mentioned (or even if it's already implemented!)
What if choosing to engage an enemy would make the rebel fleet advance more than running (when it's a choice from the menu)? That way it's an actual cost/benefit calculation rather than just "yeah, I can take these guys so I might as well get the scrap." It could be a fairly small amount, but enough that you have to take it into consideration. Might even be another even smaller amount when you choose to refuse a surrender and continue a battle. Again, it'd give you more of a calculation to do on whether it's worth letting the almost-dead ship go.
Of course, this would probably require slight rebalancing/nerfing of regular fleet movement. Because jumping away will mean forgoing scrap and you might need to stop more later to make sure you have enough to get necessary upgrades.
I assume something like this is possible, even if you don't like the idea. It'd be pretty much the same technique as the trade system uses to advance the fleet.
Unfortunately this isn't possible. Modifying fleet advancement only works in integers. Whenever you pause to trade in this mod, or something else happens that speeds up the fleet, the fleet advancement is bumped up by one. The fleet can't be sped up in 0.5 or whatever increments. The slow-down that nebulas cause is hardcoded.
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Tue Dec 03, 2013 7:45 pm
by jep
Yeah, I just did some reading on modding events and I see some of the limitations you're working with. It looks like it would be easy to make refusing surrender ALWAYS cause a hardcoded fleet advance, but not good way to make it random (or random within certain parameters). I still think the idea might be interesting, maybe modified from surrenders to the initial engagements so that always choosing to fight when you could have avoided it through another menu choice will modifyPursuit by 1. But since this would mean you'd avoid more fights, you'd probably need to increase scrap/lower prices to balance it.
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Wed Dec 04, 2013 1:07 am
by Awelgat
kartoFlane wrote:Awelgat wrote:I used the same link that you just provided except I clicked on it from the front page of the mod. Your link still gives me the same result with no .ftl. I get a few other files: audio, data, fonts, img, and mod-appendix.
Are you using a Mac or a Linux distro? It's quite possible that your OS recognizes the .ftl file as .zip file (because extensions really are a lie anyway), and has your browser automatically display its contents instead of downloading.
Either way, to get around this, right-click on the link and select "Save target as..."
Thank you. Saving it as a .ftl file worked. Now I can get on with playing this amazing mod for myself

Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Wed Dec 04, 2013 1:50 am
by aaaaaa50
jep wrote:Yeah, I just did some reading on modding events and I see some of the limitations you're working with. It looks like it would be easy to make refusing surrender ALWAYS cause a hardcoded fleet advance, but not good way to make it random (or random within certain parameters). I still think the idea might be interesting, maybe modified from surrenders to the initial engagements so that always choosing to fight when you could have avoided it through another menu choice will modifyPursuit by 1. But since this would mean you'd avoid more fights, you'd probably need to increase scrap/lower prices to balance it.
Gah, I didn't describe it well enough. The normal rate of fleet advancement is one. Increasing that by one doubles the speed the fleet advances by, which means that the area they cover is huge. So making the fleet advance faster whenever you fight means you'd end up being overtaken by the rebels really quickly. There's no way to make the rebels advance only a little faster or slower.
Re: FTL Captain's Edition 1.069 [help spell checking on gith
Posted: Wed Dec 04, 2013 3:24 am
by jep
Gah, I didn't describe it well enough. The normal rate of fleet advancement is one. Increasing that by one doubles the speed the fleet advances by, which means that the area they cover is huge. So making the fleet advance faster whenever you fight means you'd end up being overtaken by the rebels really quickly. There's no way to make the rebels advance only a little faster or slower.
Calling modifyPursuit doesn't change the
rate per se, right? It just advances them one extra space for a total of two for that beacon as opposed to the 1 they would have advanced instead. Granted if you do that
constantly, you would have effectively doubled the fleet advancement. I wonder if you couldn't offset it by sprinkling in negative modifyPursuit calls at beacons where there are no combat events. Maybe even a -2 for a totally empty beacon and a -1 for "quick" ones like where you help another ship out.
If people are getting annoyed by this topic being on the CE thread, I'll be happy to move the discussion to another thread. I can see it being comprehensive enough that trying to make it work in CE would be a pain (so many events to tweak). And you couldn't really make it as a separate mod that was compatible with CE due to how the events work. I just brought it up here because for me, if it doesn't happen in CE there's not so much of a point in bothering. CE is the bee's knees.