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

Distribute and discuss mods that are functional. Moderator - Grognak
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stylesrj
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby stylesrj » Mon Oct 30, 2017 11:18 pm

ZardozSpeaks wrote:EDIT: One other bit: I've always been frustrated by the 10 fuel required to jump the next sector. It often made my games longer than I actually wanted, just because I couldn't stockpile that much fuel easily.


Then you keep on flying until you can. CE Infinite is meant to be a long game...
Although maybe having maxed out Engines would be a nice feature to bypass the fuel requirements in Infinite. If you can afford the best engines, there's no need to keep sticking around because you're in the money.
It would probably also mean raising the price of max-level engines to compensate...
Chronosplit
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Joined: Fri Feb 24, 2017 7:57 pm

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

Postby Chronosplit » Wed Nov 15, 2017 12:12 am

This is really minor, but would anyone happen to know what's causing this? I'm using Infinite and Endless Loot, and after I've come upon it a couple of times I thought I should bring it up (Peyton's name):

Image
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Arfy
Posts: 206
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Arfy » Wed Nov 15, 2017 12:31 am

Chronosplit wrote:This is really minor, but would anyone happen to know what's causing this? I'm using Infinite and Endless Loot, and after I've come upon it a couple of times I thought I should bring it up (Peyton's name):

Image


It's because the name is too long to fit in correctly without overlapping the missile symbol.
Discord: ATLAS#9226
Chronosplit
Posts: 19
Joined: Fri Feb 24, 2017 7:57 pm

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

Postby Chronosplit » Wed Nov 15, 2017 12:39 am

Arfy wrote:
Chronosplit wrote:This is really minor, but would anyone happen to know what's causing this? I'm using Infinite and Endless Loot, and after I've come upon it a couple of times I thought I should bring it up (Peyton's name):

Image


It's because the name is too long to fit in correctly without overlapping the missile symbol.

Ah, alright then. Thanks! Silly me, I thought it was something more major.
Tal'Raziid
Posts: 1
Joined: Sat Nov 25, 2017 10:08 am

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

Postby Tal'Raziid » Sat Nov 25, 2017 10:13 am

So, i'm currently only running CE (with the required resource pack, of course), and the game freezes, then goes into "Not Responding" everytime after I pick a ship and the first event popup comes up. Any ideas or quick fixes for this? i've verified files about 3 times now.
Fading Glimmer
Posts: 1
Joined: Wed Nov 29, 2017 6:07 am

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

Postby Fading Glimmer » Wed Nov 29, 2017 6:22 am

Yo, so I went to the Captain's Edition wiki and noticed that these sprites were featured for the AI race:

https://gyazo.com/047c836aaa3d79908ecee25b52a87349

However, when I play the game, they just have generic human sprites:

https://gyazo.com/f20ff80dafc68961fb0e97df4318fb3a

https://gyazo.com/8084d2301b598485dda0295ad9556c6d

https://gyazo.com/89cee5ad514ac6c4f3cbadbf1a942969

So is there something wrong with my copy? Or are those some sort of addon I'm missing?

Also with the generic sector names it only works for sectors that are already in the vanilla. The new sectors like the quarantine sector still have randomly generated names. What gives?
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Wed Nov 29, 2017 10:15 am

Fading Glimmer wrote:Yo, so I went to the Captain's Edition wiki and noticed that these sprites were featured for the AI race:
https://gyazo.com/047c836aaa3d79908ecee25b52a87349
However, when I play the game, they just have generic human sprites
Make sure you are using the current version of the the CE Resource Pack (1.302). I haven't figured out how to make AI portraits appear in event boxes and stores, but they should appear in the crew screen and the side bar.

Fading Glimmer wrote:Also with the generic sector names it only works for sectors that are already in the vanilla. The new sectors like the quarantine sector still have randomly generated names. What gives?
This might happen if you load any mods that alter the sectors after loading the generic names patch. Put the patch last in your mod order and see if that helps.
Ranakastrasz
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Joined: Thu Apr 09, 2015 1:55 pm

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

Postby Ranakastrasz » Wed Nov 29, 2017 5:02 pm

https://imgur.com/a/wD9zI
https://imgur.com/a/68P7d

Using Captains editon, endless loot, and a number of graphical mods.
I tried stripping it down to captains edition + endless loot and the required support mods, and the issue continued.

I am getting a tooltip missing message for Endless loot equipment.

Not gamebreaking, but it effects any custom weapon types as well as boarding drones. Might effect other drones as well, unsure.

---
Also, Effectors appear to create a black box instead of the expected "Hacking" indicator, or whatever it used to be.

---
Edit: Appears to be resolved after I hard reset the game and updated to the latest mod manager. Presumably there was an issue with the old version.
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Tue Dec 12, 2017 7:08 pm

Attention All Captains

FTL 1.6.X is out/in beta. Please let me know if you encounter any new oddities when running the mod with the new FTL version. Also:
Vhati wrote:Reminder
Return FTL to an unmodded state before upgrading SMM.
And delete SMM's backups when upgrading FTL.

At the time of writing there was a known issues with music in civilian sectors being broken on many mods. This will probably get resolved but right now please be aware that this does not seem to be a CE specific problem.

Edit: Civilian music has indeed been fixed in the latest version of SMM.
FearTheBlaziken
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby FearTheBlaziken » Wed Dec 13, 2017 5:39 am

As 1.6.1 is in beta, it might be unnecessary to fix CE to become compatible with the new update. But I still managed to fix up a patch to cover most issues with 1.6.1, as well as properly remove Trade Goods from your cargo when traded as part of 1.6.1's new remove tag.

Download my patches here

Code: Select all

List of errors/changes for Sleeper for convenience purposes for the next time you update CE:
- I would like to apologize for the false fix in terms of the fleet, you'll have to make the Fleet ship spawn in the first event instance to not break it when re-entering the beacon post-defeat. The rest of the issues in my previous posts apply, however.

- misc and tooltip tags are moved to text_misc/tooltips.xml
- To apply my Trade removal patches, append one of my append xml commands (in any events file in my patch mod) using the SMM XML sandbox
What the command would look like:
"<mod:findLike>
<mod:findLike>
   <mod:findLike type="choice">
      <mod:selector req="TE_GOODS_CIVILIAN_CONSUMER"/>
      <mod:findLike type="event">
         <mod-append:remove name="TE_GOODS_CIVILIAN_CONSUMER"/>
         <mod:findLike type="choice">
            <mod:removeTag />
         </mod:findLike>
      </mod:findLike>
   </mod:findLike>
   ...
</mod:findLike>
</mod:findLike>"
- Font file formats have changed, to get the small weapons text back, download slow's "Silly Text" mod from Discord or my patches
- Elements that have changed from words to symbols will break if CE is installed
- The new options buttons blocks the 'hover' text on certain hazard backgrounds
- 'Allies' for ASB is visible at the start beacon, find it in text_misc.xml to remove it
- Hostile window must be removed from resource pack
- The Pursuit indicator is moved to img\map
- custom_main.png (Hangar) will have to be remade

- While I am also here, I may as well talk about the Infinite Flagship, the Artillery doesn't spawn at Lv5 as intended, to do this, you will have to set the Artillery Max at Lv5. To restrict Players from using Lv5 artillery, set 'max="4"' to all ships artillery tags. See blueprints.xml.append to see how I've done it in https://www.dropbox.com/s/aingozot4qmcpr6/CE%20Infinite%20Addon%201.301b.ftl?dl=0
Image

Given what I've done while others were not active, I can now say that I've polished the Polish Kit. Release coming soon, but not from me.