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

Distribute and discuss mods that are functional. Moderator - Grognak
aaaaaa50
Posts: 260
Joined: Thu Apr 11, 2013 9:08 pm

Re: [open beta] FTL Captains Edition 0.962

Postby aaaaaa50 » Sun Jul 14, 2013 3:39 pm

I don't see the option in that screenshot to not buy anything from a trader. (Whoops?)

Nevill wrote:The mod supports Balanced Arsenal for Player Ships Addon 1.2. I tried it, and wanted to make a comment in the corresponding thread, but since it is no longer maintained separately, I'll do it here.

Engi type A does not have an attacking drone, only Ion Atrillery weapon. It can't damage enemy ships in any way.
Engi type B no longer has Boarding Drone and is thus highly susceptible to boarding.

There were a pair of other desicions I did not quite agree with, but those were not game-breaking, so I'll list them separately.


There are some errors in the textfile. There should be drones there but they've been misnamed.
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Nevill
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Re: [open beta] FTL Captains Edition 0.962

Postby Nevill » Sun Jul 14, 2013 5:28 pm

aaaaaa50 wrote:There are some errors in the textfile. There should be drones there but they've been misnamed.

Ah, yes, started a new game, and they are indeed there.

The game seems to exit to desktop 1 time out of 3 when I start the game with an Engi ship. Is it connected to the misnaming error?

P.S. I expanded the original post. It ended up being more long-winded than I anticipated.
DryEagle
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Re: [open beta] FTL Captains Edition 0.962

Postby DryEagle » Sun Jul 14, 2013 8:30 pm

I am waiting to see how the trade extension is going to work... to the best of my knowledge it is not possible to remove augments via events (the stasis pod one is just hardcoded?) but that is exactly what your screenshot of the dialogue window would suggest. Very curious.
All ships I have created include custom weapons, graphics etc:
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Sleeper Service
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Re: [open beta] FTL Captains Edition 0.962

Postby Sleeper Service » Sun Jul 14, 2013 9:14 pm

DryEagle wrote:I am waiting to see how the trade extension is going to work... to the best of my knowledge it is not possible to remove augments via events (the stasis pod one is just hardcoded?) but that is exactly what your screenshot of the dialogue window would suggest. Very curious.


Yeah I mentioned that problem in the summary. I liked the whole concept too much to drop it because of modders inability to remove augs. My solution is simply to ask for player compliance:

Code: Select all

      
[...]
      <choice req="TE_GOODS_ENGI_ELECTRONICS" hidden="true">
         <text>[Sell Ship Electronics for about 30 Scrap]</text>
         <event>
            <text load="STORE_SELL_TEXT"/>
            <modifyPursuit amount="1"/>
            <item_modify>
               <item type="scrap" min="12" max="18"/>
            </item_modify>
         </event>
      </choice>
[...]
<textList name="STORE_SELL_TEXT">
   <text>It takes a while to negotiate a good price. After receiving some scrap as advance you are asked to unload the cargo at the shop to get the rest of your payment. [Reminder: Not selling off the goods at the shop breaks the trade system and means you are cheating.]</text>
[...]
</textList>


As you can see selling (as well as buying) now takes some time and makes the Rebel fleet catching up faster with you. This is mainly for balancing reasons. Engaging in trade means that you give up some beacons in the sector. So trading is not really netting you additional scrap on the side. But it's a way to play your run more safe through early investment and later gain.

aaaaaa50 wrote:I don't see the option in that screenshot to not buy anything from a trader. (Whoops?)

Beta screen-shot, that will be an option of course...

@Neville: Thanks once more for the detailed comment. There will probably a revised version of the addon after the release of Trade Extension, I will consider working in your suggestions. (That whole addon was put together within twenty minutes, I actually didn’t play-test any of the load-outs before releasing it. :mrgreen: Did I mention that I spend way more time modding than playing?)
I'm not sure what's wrong with the Drones, I checked the files and in there the ID's are all right... Will look into it.
Kiloku
Posts: 66
Joined: Mon Nov 19, 2012 5:52 pm

Re: [open beta] FTL Captains Edition 0.962

Postby Kiloku » Sun Jul 14, 2013 10:54 pm

I had a crash happen, and it's not the first time. Only happens when running this mod, kinda randomly when trying to jump to another system. I'm only running FTL CE 0.962 and DronesPlus, loaded in the correct order too.

EDIT: Woops, forgot the screenshot: http://i.imgur.com/kOgbeU9.jpg
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cirn0
Posts: 1
Joined: Mon Jul 15, 2013 6:21 am

Re: [open beta] FTL Captains Edition 0.962

Postby cirn0 » Mon Jul 15, 2013 6:22 am

Crash on finishing the destroy supply base quest in federation space.
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Re: [open beta] FTL Captains Edition 0.962

Postby Sleeper Service » Mon Jul 15, 2013 6:06 pm

cirn0 wrote:Crash on finishing the destroy supply base quest in federation space.


Ah yes, I'm pretty sure that one is text length related. Will work after the next update.
Nevill
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Re: [open beta] FTL Captains Edition 0.962

Postby Nevill » Mon Jul 15, 2013 6:50 pm

Alternative layouts may turn the special Mantis ship (piloted by Kazaak-something-kilik) into a ship with zero boarding capability. I am not sure if this could happen in the original.
http://postimg.org/image/av6mokqwp/

The crashes with Engi ships seem to stop upon uninstalling and reinstalling mods. Maybe I forgot to include Improved Drones back then or something.
Retro
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Joined: Thu Sep 20, 2012 2:34 pm

Re: [open beta] FTL Captains Edition 0.962

Postby Retro » Mon Jul 15, 2013 6:51 pm

Hi,

Loving the mod, been waiting a while for something like this. But unfortunately I keep experiencing a crash when jumping sometimes to a new sector. I'm pretty sure it's something on my end as I haven't seen any posts regarding the same issue as mine. Hopefully someone might be able to shed some light as to what's going on.
Untitled.png
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Sleeper Service
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Re: [open beta] FTL Captains Edition 0.962

Postby Sleeper Service » Mon Jul 15, 2013 7:15 pm

Retro wrote:Hi,

Loving the mod, been waiting a while for something like this. But unfortunately I keep experiencing a crash when jumping sometimes to a new sector. I'm pretty sure it's something on my end as I haven't seen any posts regarding the same issue as mine. Hopefully someone might be able to shed some light as to what's going on.
Untitled.png


Yeah there is something wrong within one or multiple events that cause this crashes on sector load and game start. I still couldn't pinpoint the exact cause though. Help would still be appreciated. Till then I recommend everyone who really wants to play the mod cheat saves now and than.