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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Sun Jul 02, 2017 2:51 am
by saxyomega90125
I have a question, but a quick bug report first: the Slug Pleasure-Cruiser is missing the 'r' at the end of the class name, and the ship model is shifted up and to the left of where it's supposed to be (curiously the floor layout and shield model are correct).

Question:
Is there a mod that removes the changes to the Flagship and resets it to vanilla?
I just got to the end of my first run in CE, and I've absolutely loved it... until the last 15 minutes. I can forgive it for all of the many other, non-gameplay problems I've found, but I don't know if I can mentally handle yet another game doing this, when the fix is so simple as removing one part of a mod.

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Sun Jul 02, 2017 3:19 am
by mr_easy_money
saxyomega90125 wrote:the Slug Pleasure-Cruiser is missing the 'r' at the end of the class name

I think that's on purpose. it's less a cruiser and more a cruise liner.

saxyomega90125 wrote:Is there a mod that removes the changes to the Flagship and resets it to vanilla?

yes, I believe inside the sM Polish Kit viewtopic.php?t=17187 there is a module that reverts the flagship to its Vanilla form. I'm not entirely certain if this is compatible with CE but sounds like it is, especially since it can be used with CR (essentially same events as CE).

saxyomega90125 wrote:I just got to the end of my first run in CE, and I've absolutely loved it... until the last 15 minutes. I can forgive it for all of the many other, non-gameplay problems I've found, but I don't know if I can mentally handle yet another game doing this, when the fix is so simple as removing one part of a mod.

the CE flagship is brutal, but its challenge over vanilla is what brings me back every single time. The central artilleries are connected to the rest of the ship like on hard, removing the cheese that is leaving the laser dude alive. Its Beam and Laser Artilleries are upgraded, the Beam essentially turning into a Flail from a Halberd, and the Laser doing twice as much damage. I'm not sure if you got to phase 3, but something there makes it even harder than phase 3 already is.

all these changes make for quite the challenge, but for some quite possibly too much so, with the regular flagship already being enough challenge.

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Sun Jul 02, 2017 9:49 am
by bamalf
How about this flagship? :D
Image

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Sun Jul 02, 2017 11:43 pm
by xCloneECKO
Someone PLEASE help me fix what I'm doing wrong. I have SMM, latest version of Java runtime and whenever I download the files for captain's edition, instead of getting a .ftl file to extract into the mods folder I get a bunch of other files like audio, data, fonts, etc. and I don't know what to do with these. How do I actually activate the mod with SMM, or am I doing something entirely wrong?

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Mon Jul 03, 2017 12:54 am
by mr_easy_money
xCloneECKO wrote:instead of getting a .ftl file to extract into the mods folder I get a bunch of other files like audio, data, fonts, etc. and I don't know what to do with these.

the download file is a .ftl file, which you just place into the mods folder of SMM. it sounds like your browser or whatever is extracting the download file (.ftl files are compressed zip folders in disguise).

if you can see file extensions, select all those folders and send them to a compressed zipped folder, and rename this newly zipped folder to have a .ftl extension instead of .zip. place this into the mods folder of SMM. Alternatively, you can do the step below if you want, but it isn't necessary (can be helpful though!).

if you can't see file extensions, select all those folders and send them to a compressed zipped folder. place this newly zipped folder into the mods folder of SMM. when you boot up SMM, go to File -> Preferences, and checkmark "allow_zip". if you wanna be able to see file extensions that's a separate matter you can find how to do online.

xCloneECKO wrote:How do I actually activate the mod with SMM, or am I doing something entirely wrong?

have a look at an official tutorial of how to use SMM here, https://subsetgames.com/ftl_mods.html . they use Shiny! UI Overhaul and Graphics as their example.

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as an ending note, make sure you have both the CE Resource Pack and the FTL: Captain's Edition mods. running the data without the resources will make everything look weird, and CE won't run without the data.

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Tue Jul 11, 2017 3:43 am
by Offlithium
FortunaDraken wrote:It's a CE event that you can come across in Rebel sectors or anywhere the Rebels have taken over a becon, I believe. It's an alternate way to unlock the Federation Cruiser, I've run into it a few times and got the quest pop-up notif. It's a fun version of the default event.



I know this post is really old, but I did that event and it didn't give me the fed cruiser... the fed cruiser which I was *trying* to unlock...

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Wed Jul 26, 2017 8:03 pm
by Maxdean02
I just went through the process of getting SMM, and some of the CE mods for FTL. I started up the game after patching the mods but after the loading screen, it crashed, and said Microsoft Visual C + + Runtime Library This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. I tried reinstalling SMM and the all the CE mods I had with it, but the same thing would happen. My mod order is this:

Better Planets and Backgrounds v 1.3.1
CE Resource Pack v 1.301
FTL Captain's Edition v 1.301
CE BPaP Compatibility Patch v 1.0
CE Additional Music Addon v 1.301
CE Infinite Addon v 1.301b
CE Additional Music Infinite Compatibility Patch v 1.0

Maybe my slow laptop just can't handle it, but it's nonetheless frustrating :x

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Mon Jul 31, 2017 4:59 pm
by BertTF2
Maxdean02 wrote:I just went through the process of getting SMM, and some of the CE mods for FTL. I started up the game after patching the mods but after the loading screen, it crashed, and said Microsoft Visual C + + Runtime Library This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. I tried reinstalling SMM and the all the CE mods I had with it, but the same thing would happen. My mod order is this:

Better Planets and Backgrounds v 1.3.1
CE Resource Pack v 1.301
FTL Captain's Edition v 1.301
CE BPaP Compatibility Patch v 1.0
CE Additional Music Addon v 1.301
CE Infinite Addon v 1.301b
CE Additional Music Infinite Compatibility Patch v 1.0

Maybe my slow laptop just can't handle it, but it's nonetheless frustrating :x


I have this issue too, I'll try it again when I have access to my desktop which is much more powerful.

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Fri Aug 04, 2017 8:30 am
by BrenTenkage
https://www.youtube.com/watch?v=JBeVXpt ... e=youtu.be

Fun to come back to this mod, and glad to see a lot of improvements to it from so many years ago

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Posted: Fri Aug 04, 2017 4:35 pm
by meklozz
I think I ran into a bug, my backup battery got locked somewhere in a '[] I'M TOO SMART FOR YOU' sector and it won't come back.

http://imgur.com/a/H6io4 (both the icon and the toggle are greyed out, empty status field)

I guess there's a locking event somewehere but no unlock after so it sticks.

It fixed itself after a while on some event.