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

Distribute and discuss mods that are functional. Moderator - Grognak
Tyler37
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby Tyler37 » Mon Feb 16, 2015 3:00 pm

IndustrialRobot wrote:If you are trying to run CE and Better Planets at the same time, Did you use the compatibility patch?
There is a patch on the front page that should fix your problem, in the downloads section. There is some information about how it works, and where it goes in SMM.


That sadly isn't the case. I'll worry about BPaB once I'll finally get CE to work.
Tyler37
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby Tyler37 » Tue Feb 17, 2015 8:36 am

So is there anywhere I could download older versions of CE?
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Sleeper Service
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby Sleeper Service » Tue Feb 17, 2015 11:10 am

I don't keep many backups around, but you can get 1.27 here:
http://www.mediafire.com/download/apba2 ... n_1.27.ftl
The thing is that I was unable to reproduce your error, I'm pretty sure that the current version works just fine. Judging by the crash behavior your described there is a chance that your system can't handle caching the amount of CE content. Making more memory available to FTL might fix that.
Another possibility is that something went wrong while downloading the mod files. So re-downloading the mod component might help.
Tyler37
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby Tyler37 » Tue Feb 17, 2015 2:55 pm

Sleeper Service wrote:I don't keep many backups around, but you can get 1.27 here:
http://www.mediafire.com/download/apba2 ... n_1.27.ftl
The thing is that I was unable to reproduce your error, I'm pretty sure that the current version works just fine. Judging by the crash behavior your described there is a chance that your system can't handle caching the amount of CE content. Making more memory available to FTL might fix that.
Another possibility is that something went wrong while downloading the mod files. So re-downloading the mod component might help.


None of that worked. But I forgot to mention, that main menu is completely white with only barely visible options. So maybe a graphics issue? This is especially old computer.
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Sleeper Service
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby Sleeper Service » Tue Feb 17, 2015 4:26 pm

It's odd that this just happens with CE installed, but it's most likely related to your system somehow. Sorry, I can't really help you there.
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stylesrj
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby stylesrj » Wed Feb 18, 2015 12:26 am

Y'know I hate to bring this up again but can there be an edition without the random Power Drain events? Just in case someone wants to run a ship like the Potential or any other cheat ship with 60 units of power?

I can get by avoiding Ion Storms (and nebulae since there's a chance that of course combat breaks down and a storm appears. Again BS but avoidable by not going into the clouds) and using combat augments and refrain from buying a Battery but one thing that can crash the game is when you get a random event that takes away 3 bars of power because of reactor failure or whatever.

Everything else is avoidable through common-sense and anyone running a Potential-like ship should know to avoid such things, I don't think that event is avoidable. It'll pop up at random and crash your game like it was the Purple Man (YOU CAN'T).
I don't know if replaying the fight after recovering from the crash would mean it pops up again or if it "rerolls" the beacon and now you're facing an Automated Cruiser in a solar flare armed with a Kitchen Sink Module (as in, it has a Battery, Hacking, Mind Control, several bazillion guns and drones.)

Some might say "Just remove the event from the list yourself or don't run a cheat ship with CE" but I'm thinking about those who are not expert modders who happened to try the Potential or something.
Or are just too lazy to have to remove it every time CE updates :lol:

EDIT: Also, I find it hilarious when you face an automated ship in an asteroid field and immediately the ship begins to run... into an asteroid field. It's like "Go after them" but we're already in the danger zone. At least it's not like the Asteroid Solar Flare though.
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ahmedoo
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby ahmedoo » Wed Feb 18, 2015 2:13 pm

Few bugs:
1. This drone seems to be broken. It doesn't shot just circle around itself:

http://zapodaj.net/17a294e2ad835.png.html

2. Frame to tight:

http://zapodaj.net/fad7f7c7747c6.png.html

3. I think this problem with broken parts of stealth cruiesr was mentioned earlier, but don't know if it was repaired. Maybe it came back with greebles mod or shiny. I met it with B and C. Don't know if A is also broken. What do you think?

http://zapodaj.net/0c5212dcc80ef.png.html

4. That was strange thing. What could be the reason that the enemy loaded his weapon but didn't shot at me? I suppose that's not the first time but here it was so obvious that i had to take screen and ask :D:

http://zapodaj.net/1c36929d384e9.png.html

5. And the last thing connected with vulcan but i don't know if it is connected with CE or only vanilla ftl. After getting 5th stack it shoots continuously even after finishing fight, jumping to the next beacon or even to the next sector. If I met some enemey after jump he also shot but he couldn't match to the new room layout of the enemy and missed every shot.

http://zapodaj.net/4f2f74cbfd524.png.html

BTW Vulcan is OP :P
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RAD-82
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby RAD-82 » Wed Feb 18, 2015 3:27 pm

ahmedoo wrote:2. Frame to tight:

http://zapodaj.net/fad7f7c7747c6.png.html

I don't think anything can be done about that.
ahmedoo wrote:4. That was strange thing. What could be the reason that the enemy loaded his weapon but didn't shot at me? I suppose that's not the first time but here it was so obvious that i had to take screen and ask :D:

http://zapodaj.net/1c36929d384e9.png.html

I have no idea why this happens. I have seen it before with the charge ion, which is a vanilla weapon, so I don't think it has anything to do with being a custom charge laser.
ahmedoo wrote:5. And the last thing connected with vulcan but i don't know if it is connected with CE or only vanilla ftl. After getting 5th stack it shoots continuously even after finishing fight, jumping to the next beacon or even to the next sector. If I met some enemey after jump he also shot but he couldn't match to the new room layout of the enemy and missed every shot.

http://zapodaj.net/4f2f74cbfd524.png.html

I don't know what kind of modification BR is, but the effect you described is what happens when the weapon fires faster than the animation can show, meaning your "OP" Vulcan is actually shooting slower than what the cooldown stat claims it can.
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DAOWAce
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby DAOWAce » Wed Feb 18, 2015 4:35 pm

Is AET included in CE? viewtopic.php?f=11&t=3365

Been one of my mods I've always had installed since its release; never assumed any mod integrated it so I've been running it alongside CE all this time despite any conflicts. Thought I'd finally ask.
I don't mean to sound rude, but I can't help the way people interpret my words.
MrSquash
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby MrSquash » Wed Feb 18, 2015 5:03 pm

My game crashes whenever i try to install EL alongside CE and infinite, it works fine without EL but i want to use it, can anyone help? the modloader itself does not crash, the game however, does when it is done loading.