FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
Russian Rockman
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Russian Rockman » Wed Nov 19, 2014 2:29 am

Looks like I'll have to edit the Vanilla Portraits Patch again... :|

But I really like Gencool's variety! I'm interested to see what you end up doing with the Zoltans.
el Rago
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby el Rago » Wed Nov 19, 2014 11:32 am

Hi again

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little alligment error. contested space, the usual mods
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Gencool
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Gencool » Wed Nov 19, 2014 11:36 am

Depending how quickly I can deal/get frustrated with Sleigher and Tardis, I might have a look at some more CE friendly Zoltan alts, and I'd be happy to work with anyone who's making portraits =D
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- Gencool (aka Puppetsquid) -- I make weird stuff
rannl
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby rannl » Thu Nov 20, 2014 6:52 pm

MOD EDIT: Please don't quote the spammers.

WTF ? Ain't there some spam regulation over here ??
Russian Rockman
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Russian Rockman » Thu Nov 20, 2014 7:26 pm

rannl wrote:MOD EDIT: ESPECIALLY don't double-quote them!

WTF ? Ain't there some spam regulation over here ??

There's tons of spam on the forums lately... It may be all the same type of bot.
Krazyguy75
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Krazyguy75 » Fri Nov 21, 2014 11:53 am

I came up with a suggestion for a new type of enemy:

Satellites: Each satellite would have a different focus, but all of them would share the same traits such as no crew and low health. They'd all be transmitting signals, which are based off the ol' jumping to warp thing, and if you let them go, you will end up with something bad, based off the type. They would also have a chance of having artillery equipped, for the old satellite cannons. Overall, high offense, low defense.
Rebel: Fleet boosted x2
Mantis: Mantis battleship (whatever they are called again) attacks you and damage to hull.
Slug: Pay slugs high scrap or x3 fleet boost.
Lanius: Lanius ship attacks you with PDS support.
Rock: High power rock battleship attacks.
Zoltan: Summons Zoltan ship, lose half your reactor power due to EMP.
Crystal: Goes unanswered... with a very small chance of a very powerful Crystal ship and hull damage.
Pirate: Bounty hunter attacks.
AI: AI ship attacks and lots of AI boarders.
Civilian: If you chose to attack it and let it get away, +1 fleet boost with chance of Bounty Hunter.
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NarnKar
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby NarnKar » Sat Nov 22, 2014 12:36 am

The problem with your "transmissions" idea, Krazyguy, is that you can't spawn more than one enemy ship per event. So you can only spawn the satellite, without spawning another ship afterwards. Damage would have to be done through events--which already happens, courtesy of turret self-destruction.
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R4V3-0N
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby R4V3-0N » Sun Nov 23, 2014 12:26 pm

I wounder if CE has an event in the lanius sector that allows some native Lanius strip some of your hull (aka take hull damage) and you get quite a bit of scrap in return. (more scrap then what repairs would cost, at least by double)

Would be cool and throws in a bit of a gamble. (option for 25 hull, 20 hull, 15 hull, 10 hull, 5 hull, 1 hull)
R4V3-0N, a dreamer.
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Sleeper Service
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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Postby Sleeper Service » Sun Nov 23, 2014 7:02 pm

I considered something like this as a Lanius blue option for the Hull Repair Kit aug, but discarded it for being hard to balance and feeling off as a permanent options. Making this a Lanius event might be more feasible.
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NewAgeOfPower
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Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Postby NewAgeOfPower » Mon Nov 24, 2014 6:35 am

stylesrj wrote:Was this before AE? Because I've tried ships with up to 7 layers of shields.

Not only do they block missiles (1 damage each missile) they are also shown on the UI the same way the 5th layer does, except over the other two bubbles.

The only real issue with them was that the system itself beyond 10 health bars would be damaged and require repairs every time you reloaded a save game or encountered a ship that would have them (which should be rare. That Mantis Teleporter Barge at Sector 4 was fixed).


T'was indeed pre-AE.

However, our current issue is puttng 14 power into shields; especially with current power/crash limitations?
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