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

Distribute and discuss mods that are functional. Moderator - Grognak
Nider_01
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Re: FTL Captain's Edition 1.061 and 1.062 (experimental)

Postby Nider_01 » Thu Oct 10, 2013 6:30 pm

I can not attack some ships like black market weapons traidor, because I need "[ Augment:"
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Sleeper Service
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Re: FTL Captain's Edition 1.061 and 1.062 (experimental)

Postby Sleeper Service » Thu Oct 10, 2013 11:37 pm

jaml96 wrote:That MIIIIIGHT be broken. the artillery places were empty and the only offensive means were the power surges.


OK, starting tags with "false" seem to cause problems. The new version should work better.

1.062b (experimental)
-False tags from Rebel Flagship blueprints removed, should make it... less broken
-Nebula weapons trade combat aug immunity removed
Last edited by Sleeper Service on Fri Oct 11, 2013 1:03 am, edited 1 time in total.
Spelunkers
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Re: FTL Captain's Edition 1.061 and 1.062 (experimental)

Postby Spelunkers » Fri Oct 11, 2013 12:11 am

My game crashes when I select a ship and press "START". Before, the game would crash when jumping beacons or attempting to leave the sector. I am using Version 1.061 of the CE mod and utilize Slipstream's mod manager for it. Any ideas on what is going on?
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Sleeper Service
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Re: FTL Captain's Edition 1.061b and 1.062b (experimental)

Postby Sleeper Service » Fri Oct 11, 2013 12:58 am

Spelunkers wrote:My game crashes when I select a ship and press "START". Before, the game would crash when jumping beacons or attempting to leave the sector. I am using Version 1.061 of the CE mod and utilize Slipstream's mod manager for it. Any ideas on what is going on?


I'm sorry, there appears to be a duplicated choice tag in an event that I corrected. Fixed both versions.

1.062c (experimental)
-Duplicated choice tag removed, should work now

1.061b
-Duplicated choice tag removed, should work now
sleepers
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Postby sleepers » Fri Oct 11, 2013 6:48 am

In this mod, are the ship supposed to be all vanilla ships ? Or I installed this mod uncorrectly. Because there is no mention about ship.

Yesterday I installed the 1.061 version and it crashed, so I just deleted it. First time installing mod too, so I can't know for sure. It seems there is a bug at 1.061 that cause it crash everytime i hit the start button. Will try install 1.061b after i got home.
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R4V3-0N
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Postby R4V3-0N » Fri Oct 11, 2013 6:54 am

All player ships are vanilla.
Captains Edition 1.061 addon will change the weapons (and possibly augments) to CE ones.

The enemys will have some new lay outs and also new enemies like...

Space Stations.
Auto-Satellite.
Rebel Cruisers.

etc.

What mod manager are you using?
And also where are you putting the mod?
R4V3-0N, a dreamer.
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CrashSanders
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Postby CrashSanders » Fri Oct 11, 2013 7:20 am

Liked the AI avatar. Opening some interesting possibilities. For example, playlable auto-ship (And I honestly think that Vortex will do great - AI-driven Engi ship).

Also, is there a possibility to alter starting beacon depending on the ships players choose to add more lore to them?
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dalolorn
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Postby dalolorn » Fri Oct 11, 2013 11:47 am

CrashSanders wrote:Liked the AI avatar. Opening some interesting possibilities. For example, playlable auto-ship (And I honestly think that Vortex will do great - AI-driven Engi ship).

Also, is there a possibility to alter starting beacon depending on the ships players choose to add more lore to them?


Me, I'm disappointed by the lack of randomness in the generation process. The original ship by Jonfon was intended to create a randomly determined amount of holograms at the end of each sector, however it failed due to an unforeseen complication caused by FTL's event engine. Nonetheless, the process can in fact be performed as intended by Jonfon's ship.

I'm going to write a hologram generator capable of generating 1-3 holograms in pseudo-pseudocode adapted to the event system:

Insert beacon description text.
1. Continue.

If ship has AI avatar generator, allow 2. Generate hologram.

1. End event.

2. Insert hologram description text, ask if player wants to try to generate another one.

2.1. Don't create another one.

2.2. Create another one.

2.1. End event.

2.2a. Explain that the hologram could not be created.

2.2a.1. Continue.

2.2b. Explain that the hologram was created, ask if player wants to try to generate another one.

2.2b.1. Don't create another one.

2.2b.2. Create another one.

2.2a.1. End event.

2.2b.1. End event.

2.2b.2a. Explain that the hologram could not be created.

2.2b.2a.1. Continue.

2.2b.2b. Explain that the hologram was created, but that no more holograms can be created during this session.

2.2b.2b.1. Continue

2.2b.2a.1. End event.

2.2b.2b.1. End event.
CrazyDave
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Postby CrazyDave » Fri Oct 11, 2013 6:03 pm

Found a typo - when the Ion Field combat augment is activated, it should say "electricity discharges", not "recharges". If you wish, I can proofread anything else I run into, as well.
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ApexMods
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Postby ApexMods » Sat Oct 12, 2013 12:25 pm

Don't want to disturb the current discussion too much, but I felt obliged to leave a quick comment on this mega-mod. What Sleeper et al are doing here is such an overwhelming endeavor of sheer limitless scope, and it seems whenever I drop in here at the forums a new release of CE is out. Very (very!) impressive work you guys are doing here!

Hope I'll soon find the time to give this mod a proper playthrough, as so far I only scratched the very surface, but just by reading this forum thread I am already in absolute awe at the effort being poured into this. Kudos and thanks to Sleeper and company for a true labor of love mod in the making! Keep up the great work!