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    Faster Than Light | Ah yes, my lack of sensors tells me the planet has no life

    Faster Than Light | Ah yes, my lack of sensors tells me the planet has no life


    Ah yes, my lack of sensors tells me the planet has no life

    Posted: 05 Oct 2020 03:50 PM PDT

    I've beaten Hard Mode 5 times, and here's proof.

    Posted: 05 Oct 2020 09:26 PM PDT

    You might not like it, but this is what peak performance looks like

    Posted: 06 Oct 2020 01:33 AM PDT

    Got stealth cruiser without quest

    Posted: 05 Oct 2020 12:33 PM PDT

    I played as Rock A and defeated the flagship on easy. I traded with the flagship. Can someone explain.

    submitted by /u/Deathboi56
    [link] [comments]

    well, I think that's the end (there's a person somewhere on the enemy ship)

    Posted: 05 Oct 2020 01:25 PM PDT

    So damn close to flawless! Hard mode, pre-ignited, auto-loader, reverse ion.

    Posted: 05 Oct 2020 10:58 PM PDT

    "Deep Storage/Installation" for Augments.

    Posted: 05 Oct 2020 03:24 PM PDT

    There are too few ways to utilize augments in the game. This can be horribly frustrating, especially in Captain's Edition, where a lot of cool lore/useful augments are pretty bad because other augments are more valuable.
    My idea was to create a "Deep Storage and Installation" entity. This mod would provide an option at empty beacons to install one of the augments in an active slot in an empty room, much like a system.

    Some of these augments can go into empty rooms on the ship where systems could not ordinarily go. Others could be installed as part of a system, depending on the size of the room. 2-cell rooms could contain 1, while 4-cell rooms could contain 2.

    Installing augments can have various effects, including technical mishaps, a breach or a fire, letting the Rebel Fleet advance, or simply failing to work.

    Shipwide Augments affect the entire ship and cannot be installed in a particular room. Installing these augments may let the Rebel Fleet advance even further because of the time it takes to install them.

    Installing augments will cost scrap, and the costs increases according to the upgrade level of the system it's installed in and the amount of augments already installed.

    If you want to uninstall them, that will also require an empty beacon. Only the latest 3 augments installed in this matter will be available for removal.

    Here's a list of augments and where they would go (or not), vanilla and CE both (I do not include installation prices because those will vary with the game, modlist, and difficulty):

    ---------------------------------------------------------------------

    Vanilla:

    Automated Reloader: Weapons.

    Weapon Pre-igniter: Weapons.

    Stealth Weapons: Shipwide. Will additionally take up a slot in Cloaking.

    Explosive Replicator: Weapons.

    Hacking Stun: Hacking.

    Defense Scrambler: Weapons and Empty Room slot.

    Shield Charge Booster: Shields.

    Reverse Ion Field: Shipwide. Additionally takes up a slot in Shields.

    Repair Arm: Empty Room.

    Emergency Respirators: Shipwide. Will additionally take up a slot in Life Support.

    Fire Suppression: Shipwide. Takes up an additional slot in Life Support and Doors.

    Backup DNA Bank: Takes up an Empty Room and a slot in the Clone Bay.

    FTL Recharge Booster: Engines.

    FTL Jammer: Can be installed in a Blank Room slot or Hacking.

    Advanced FTL Navigation: Blank Room slot and Sensors.

    Distraction Buoys: Blank Room slot.

    Long-Ranged Scanners: Sensors and one Blank Room slot.

    Scrap Recovery Arm: Blank Room slot.

    Drone Recovery Arm: Blank Room slot.

    Battery Charger: Backup Battery and one Blank Room slot.

    Zoltan Shield Bypass: Teleporter and one Blank Room Slot.

    Reconstructive Teleport: Teleporter and one Blank Room Slot.

    Lifeform Scanner: Sensors.

    Engi Medi-bot Dispersal: Not Shipwide since the nanobots are mobile. Does take a slot in Medbay though.

    Rock Plating: Shipwide.

    Titanium System Casing: Shipwide.

    Drone Reactor Booster: Drone Control.

    Slug Repair Gel: Shipwide. Requires a Blank room slot as well.

    Mantis Pheromones: Shipwide. Requires a Blank room slot as well.

    Crystal Vengeance: Shipwide.

    Zoltan Shield: Shields and a Blank Room Slot.

    Damaged Stasis Pod: May not be installed.

    ---------------------------------------------------------------------

    Captain's Edition Augments:

    Anti-Ship Battery: Artillery.

    Drone Uplink Jammer: Hacking.

    Advanced Plating: Shipwide. Will additionally take up a slot in Hacking or Mind Control.

    Ion Field: Hacking/Weapons.

    Internal Generator: Empty Room, Engines.

    Radiation Projector: Weapons, Empty Room.

    Subspace Scanner: Sensors, Empty Room.

    Targeting Jammer: Empty Room.

    Teleporter Disruptor: Shipwide. Requires a Blank Room slot.

    Internal Effector: Weapons, Artillery.

    AI Avatar Generator: Blank Room.

    Ammo Manunfacturer: Blank Room or Weapons

    Drone Manufacturer: Blank Room slot or Drone Control.

    FTL Fuel Recycler: Blank Room slot.

    Hull Repair Kit: Blank Room.

    On-Board Assembly Line: Blank Room.

    Advanced Navigation AI: Piloting.

    Beacon Access Kit: Blank Room.

    Bounty Hunter Database: Blank Room or Sensors.

    Cargo Teleporter: Blank Room or Teleporter.

    Combat Simulator: Shipwide (since it can damage the ship and summon boarders anywhere.

    Mapping Computer: Sensors or Piloting.

    On-Board Science Lab: Life Support and a Blank Room.

    Requisition License: Blank Room or Doors. Costs no scrap to install.

    Sector Scanner: Sensors.

    No modified vanilla augments will have different requirements from their normal vanilla couterparts.

    -------------------------------------------

    Please let me know what you think, and feel free to constructively criticize, bring up balance concerns, or whatever. I know this will make the game somewhat easier, so optionally I could make it so that you could not use certain augments before installing them, but you could still store them in augment slots.

    submitted by /u/Gannock
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    Multiple FTL profiles...

    Posted: 05 Oct 2020 03:27 AM PDT

    ... are useful for running different versions of the game (with different mods) with separate profiles. This task can be achieved by using a simple batch file, here is a Windows example where "c:\ftl-desperate\" is path to modded FTL:

    SET USERPROFILE=C:\ftl-desperate\

    START c:\ftl-desperate\FTLGame.exe

    Kudos to FTLWiki. I believe this is important and deserves more attention.

    submitted by /u/starscollide5
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