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

Distribute and discuss mods that are functional. Moderator - Grognak
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby Sleeper Service » Sun Aug 31, 2014 1:12 am

SpiketheMuffin wrote:I was wondering about unlocking new ships with CE, and the different sectors-
How can I tell whether a sector is a homeworld or not? The special event quests require a race's homeworld, but will there still be the existence of those with CE? If not, is there a way where I can disable the new sectors?

Home worlds are still there and unlocks work like in vanilla. Sector names have some indicators that give away if the sector is a normal one or a home-world. If you want to spoilers on the patterns you can get some hints on them in the CE sector names thread.

That outpost wasn't really intended for sector one, I'll nerf that at some point.
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stylesrj
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby stylesrj » Sun Aug 31, 2014 1:37 am

FortunaDraken wrote:Deep Space does have tougher enemies, but they still level with the Sector you're on. I have never experienced an enemy that tough on Sector 1 Deep Space. I mostly find two-three weapon ships with one or two levels of shields. Even the giant auto-cruisers generally only have two weapons at this level, not to mention the larger Rebel ships. That Zoltan station is kind of ridiculous.


I once encountered a Rebel Cruiser with all the systems (including the battery) and packing a lot of firepower and 3 layers of shields in Sector 2/???
The text about it pretty much was saying "GTFO NOW!" so I painstakingly waited for my crappy drive to charge and fled!

By the way Sleeper, there's still that random event with the Mantis Fleet you sometimes encounter at the entrance beacon of deep space. Sure I know I can't avoid it and intruders beam onboard, followed by the escort beaming onboard, then more intruders beaming onboard as you damage the escort...
What I don't like is that my only option is to then "Attack the undefended fleet!" and then have even more intruders beam onboard, probably while you're still fighting off the other 4 Mantises.

Is there any option to get the hell away from the Mantis fleet after smashing their escort? I didn't choose to attack the fleet like the Mantis sector event's choices give you, they attacked me!

Lastly, I found that when jumping back to Normal Space and the next sector is a Federation/Contested sector, you get the Hyperspace event and it plays as normal until the exit which allows you to jump into deep space.
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby Sleeper Service » Sun Aug 31, 2014 11:39 am

Ooops, yeah, this was intended to give you a choice to raid the convoy. I'll fix that as well as the hyper space event.
SpaceDux
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby SpaceDux » Mon Sep 01, 2014 5:13 am

Quick fix potential.

Slaver pirate instance, slug ship, when you choose to fight the ship and kill the crew you get supplies and then are given the option to release the crew member or force him to work on your ship, if you choose to force the slave on your ship, you loose a crew member and are not given the slug pirate ship option.
MightyKebab
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby MightyKebab » Mon Sep 01, 2014 8:51 am

SpaceDux wrote:Quick fix potential.

Slaver pirate instance, slug ship, when you choose to fight the ship and kill the crew you get supplies and then are given the option to release the crew member or force him to work on your ship, if you choose to force the slave on your ship, you loose a crew member and are not given the slug pirate ship option.


It's an intentional feature. Depending on the race and provided you have the race specific augment you may or may not be allowed to do various things. In this instance, Slugs can only break truces and commit general piracy, but are not immune to slavery.



Also, hello again, FTL community! Been a while since the last time I lurked the forums :lol:
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stylesrj
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby stylesrj » Mon Sep 01, 2014 10:22 am

So is there any augment that gives you unrestricted freedom like truce-breaking and slavery or is it mutually exclusive? So the mantis allows slavery but not truce-breaking?

Also, has the faction artillery outcome been put into effect so I don't need the augment? I'd rather have a wasted subsystem than having to give up one of my precious augment slots

EDIT:

I think there may be some more bad IDs to sort out. Nothing of the "default to that damned Rigger with the drones" bad ID, but more of the "Rebels when they should be someone else"

Going through a non-infinite space game. Ran out of fuel and I found an Engi ship willing to offer me fuel in exchange for scrap. Being a greedy, manipulative Slug, I said "No need to pay! I'll just attack!"
Turns out these Engies were actually Rebels in disguise as their ship turned out to be a Rebel Repair ship.
I destroyed it and it just... vanishes. I didn't even get to loot it.

I also found an Engi repair station under attack by a Rebel ship that was badly hidden. I go to engage and the event says "You engage the automated ship."
The automated ship was orange in colour, had a crew of Humans onboard and a Clone Bay and teleport and called itself a "Rebel Fighter" :lol:
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby Sleeper Service » Mon Sep 01, 2014 11:50 am

stylesrj wrote:So is there any augment that gives you unrestricted freedom like truce-breaking and slavery or is it mutually exclusive? So the mantis allows slavery but not truce-breaking?

I recommend you read the faction augment descriptions. ;)

stylesrj wrote:Also, has the faction artillery outcome been put into effect so I don't need the augment? I'd rather have a wasted subsystem than having to give up one of my precious augment slots.

Nope, I find that kind of incoherent. If you consider that a certain augment is wasting a slot you want to consider selling it. You'll have to make decisions.
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stylesrj
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby stylesrj » Mon Sep 01, 2014 12:40 pm

I recommend you read the faction augment descriptions.


So Mantises cannot break truces but Slugs cannot take slaves?
But why should the Mantises care about the agreements of the foolish meatsacks? Kazaaak was a fool :lol:

Nope, I find that kind of incoherent. If you consider that a certain augment is wasting a slot you want to consider selling it. You'll have to make decisions.


I'm just complaining I have to keep those Mantis Phermones around (or the Slug Gel) if I want to slay more of the foolish meatsacks instead of having to put up with their crap (Oh so you won't trade with me you beacon hog? I could have had a fight with the foolish meatsacks!) :D

And I want to keep my "Phase 3 Lanius Boarding Accelerator (Zoltan Shield Bypass)", the "Lanius Phase 3 Anti Personnel Drone Damage Counter (Reconstructive Teleporter)" and the "Foolish Meatsack Transportation Blocker" or the "Take away one layer of barriers and stop the foolish meatsacks from manning the station and make ion weapons more effective at disrupting more of their layers augment"

I just thought if each artillery weapon is unique for a ship (or at least most of them), why can't they be considered one of the faction's ships?
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Sleeper Service
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby Sleeper Service » Mon Sep 01, 2014 1:09 pm

They can, but not coherently. They can't be checked before the artillery has been bought. Its also hard to telegraph to the player that buying artillery will no longer make the aug an requirement for certain actions. Also I want the decision to buy artillery ruled by the value of the actual artillery weapon. Again, you'll just have to make a decision which meatsack-slaughter device you want to keep.

stylesrj wrote:So Mantises cannot break truces but Slugs cannot take slaves?
But why should the Mantises care about the agreements of the foolish meatsacks? Kazaaak was a fool :lol:

Mostly for balance reasons. Although if you desperately need you canon to be coherent I can come up with some scenarios for why Mantis can't break truce:
- Some archaic concept of honor
- Fear of mutual truce breaking becoming a thing with the Federation, aka tactical consideration
- Mantis that join the Federation might actually be the ones that like to play by rules/want an orderly galaxy that isn't torn apart by constant backstabbing. "Requisitioning" stuff through piracy might still be OK with these guys, destroying galactic trust between the factions not.

Meta reasons:
- I want the ships to have characteristic bonuses depending on faction
- The Mantis get a huge buff by the faction options already, while also generally fielding strong ships to begin with. Breaking truce is probably the most powerful faction options and they definitely don't deserve to get that on top of all this.
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NarnKar
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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Postby NarnKar » Mon Sep 01, 2014 4:12 pm

The OP still states the Pirate Homeworld is "in development"....