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

Distribute and discuss mods that are functional. Moderator - Grognak
Kartoffelr
Posts: 72
Joined: Sat Dec 28, 2013 2:07 pm

Re: FTL Captain's Edition 1.1

Postby Kartoffelr » Thu Feb 13, 2014 8:30 pm

The flagship is still asphyxiating the rest of its crew in phase 3. Is this really intended?
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Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.1

Postby Estel » Thu Feb 13, 2014 8:34 pm

The Captain wrote:1.1 works for me.

Although: Encountered Zoltan wise man, chose my doom (Slug), had one level of weapons disabled, won the battle, still had that level of weapons disabled. Shouldn't it be back to normal? It didn't really affect me, but if I had had a Weapon Preigniter, it would have been annoying.


Before I forget again (as I was about to put this since three or four report baskets) - teleport isn't reset properly after being affected, too.

Cheers,
/Estel
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Sleeper Service
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Re: FTL Captain's Edition 1.1

Postby Sleeper Service » Thu Feb 13, 2014 8:38 pm

Mr. Mister wrote:So, sleepy, you could just include the custom music in an .ftl and the custom music's sector_data.xml in another .ftl. Yes, this means we'll have to load 2 additional .ftls instead of 1 for the new music, but you won't have to upload the music files again when you update sector_data.xml.

And update it. Plz sleepy. Rspnd.


It seemed a lot of people where OK with the nebula mass in the end, so I don't know if that is really necessary. The change was really minor, one to two beacons less. I'll include it in the next music update. If you really badly want less nebula you can unpack the mod and change the nebula entry in SE_SECTOR_AI in sector data.xml.append yourself.

Kartoffelr wrote:The flagship is still asphyxiating the rest of its crew in phase 3. Is this really intended?


Yep, also mentioned in the event.
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Thu Feb 13, 2014 9:10 pm

Ah right, supposedly you're gonna have to upload it anyway if you're going to include new music for Outlaw Headquarters.
Cloudmoon
Posts: 17
Joined: Thu Feb 13, 2014 2:25 pm

Re: FTL Captain's Edition 1.1

Postby Cloudmoon » Thu Feb 13, 2014 9:37 pm

Still can't play the new CE. Face punch solution didn't work. Anyone else have a suggestion?
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: FTL Captain's Edition 1.1

Postby dalolorn » Thu Feb 13, 2014 9:41 pm

Estel wrote:
The Captain wrote:1.1 works for me.

Although: Encountered Zoltan wise man, chose my doom (Slug), had one level of weapons disabled, won the battle, still had that level of weapons disabled. Shouldn't it be back to normal? It didn't really affect me, but if I had had a Weapon Preigniter, it would have been annoying.


Before I forget again (as I was about to put this since three or four report baskets) - teleport isn't reset properly after being affected, too.

Cheers,
/Estel


Report... baskets? :?
Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Thu Feb 13, 2014 9:54 pm

The Light Lasers tip still has a few characters over the limit. You should also change it to "can pierce two shield bubbles".
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slowriderxcorps
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Re: FTL Captain's Edition 1.1

Postby slowriderxcorps » Thu Feb 13, 2014 10:25 pm

I don't know, I've triple-checked the currently uploaded version and it's working just fine..
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Mr. Mister
Posts: 490
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Thu Feb 13, 2014 10:39 pm

It works for me too. On a side note, Bio messaged me saying something wasn't working for him in 1.1. Namely, he told me he couldn't get the alternate starting loadouts working, so I messaged him the correct load order, which he told me he was already doing, but would try again after the One punch to the face update. I haven't recieved anything from him since, so I assume it's working.
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.1

Postby ikeelyou300 » Fri Feb 14, 2014 12:15 am

That being said what do you guys think about an event for the Zoltan sector where you are boarded by Zoltan's, yeah I know not too menacing, but they absorb the power from your ship rather than giving it power. Maybe it won't recharge until the next FTL outburst. There could also be some more blue option with your Zoltan where they absorb the enemy's power because Zoltan crew have hardly any blue options.
Last edited by ikeelyou300 on Fri Feb 14, 2014 3:29 am, edited 2 times in total.

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