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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Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.084

Postby Estel » Thu Jan 09, 2014 6:25 am

Who the hell said only engis use ION and rocks use rocket? AFAIK, rebel flagship is all-together some alien technology (and sources of their semi-limitless fleet are mysterious too - things like kotor'ish star forge come to mind).

/Estel
Last edited by Estel on Fri Jan 10, 2014 5:37 am, edited 1 time in total.
Kartoffelr

Re: FTL Captain's Edition 1.084

Postby Kartoffelr » Thu Jan 09, 2014 10:20 am

The requirements for the Ion Burst I & II don't look optimal for me.

    Ion Burst I
    Required Power 1
    Charge Time 14s
    Shots per charge 2
    Ion Damage 1

    Ion Burst II
    Required Power 3
    Charge Time 15s
    Shots per charge 3
    Ion Damage 1
You need 3 instead of 1 power, just for getting one Ion Shot more?
rex4
Posts: 19
Joined: Sun Sep 30, 2012 3:12 pm

Re: FTL Captain's Edition 1.084

Postby rex4 » Thu Jan 09, 2014 11:01 am

I saw what highly seem to be a bug, I don't know if it's from vanilla or ce though:

Image
http://s10.postimg.org/77kt7pmx4/Untitled.jpg

I see ennemy ship interior with nothing for. I also saw some ennemies going through walls in this ship. I think it happened after getting the teleporter.
It doesn't happen in nebula, like if I had sensors level 2 in fact.

I saw another bug, probably present in vanilla too: if I jump after one shot of a weapon that shot multiple times, the next shots are shot on the ship on the next beacon (if there is any), maybe both bugs are quite linked, maybe I jumped right after teleporting back some crew.
Mr. Mister
Posts: 494
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.084

Postby Mr. Mister » Thu Jan 09, 2014 3:06 pm

That's most likely you firing the rapair rush on sensors when they were at full health on a glitchy moment, like while jumping. You can't see it in the UI, but you boosted it to 2 health.
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.084

Postby Sleeper Service » Thu Jan 09, 2014 3:30 pm

rex4 wrote:I saw what highly seem to be a bug, I don't know if it's from vanilla or ce though:

Image
http://s10.postimg.org/77kt7pmx4/Untitled.jpg

I see ennemy ship interior with nothing for. I also saw some ennemies going through walls in this ship. I think it happened after getting the teleporter.
It doesn't happen in nebula, like if I had sensors level 2 in fact.


This is indeed caused by firing repair bombs with sys repair at secondary systems. CE removed this glitch long ago, don't know if it can still happen in certain buggy situation. Do you play with the Polish Kit? Cause that reintroduced sys repair on bombs, despite that glitchy behaviour.
rex4
Posts: 19
Joined: Sun Sep 30, 2012 3:12 pm

Re: FTL Captain's Edition 1.084

Postby rex4 » Thu Jan 09, 2014 4:29 pm

I do yes. Glad to know what it came from now thanks.
rex4
Posts: 19
Joined: Sun Sep 30, 2012 3:12 pm

Re: FTL Captain's Edition 1.084

Postby rex4 » Thu Jan 09, 2014 4:44 pm

Going through walls also happen on this ship with my crew inside, when I try to go from the oxygen room to the one under it.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: FTL Captain's Edition 1.084

Postby dalolorn » Thu Jan 09, 2014 7:26 pm

Sleeper, could you by any chance release a DIY version of CEPM like you did with some of the previous versions? The readme and Notepad don't particularly care for cooperating with each other, the preview image - even if it contained an example frame from each of the .ftl files, which I doubt - has no means of identifying the .ftl files required to achieve effect X or effect Y, and renaming them all back into zips is going to take too long to be worthwhile.
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.084

Postby Sleeper Service » Thu Jan 09, 2014 8:29 pm

Hm I updated the addon, the readme should work under windows now. There was the idea to put together a little utility to make this more accessible. A small program could let you select the crew skins you want and then convert them into a ready to use modfile. Could include preview images and all, I even discussed this with kartoFlane once, maybe this is still going to happen. Not within my own range of skills though...
DragonMaster2962
Posts: 64
Joined: Fri Dec 13, 2013 1:36 am

Re: FTL Captain's Edition 1.084

Postby DragonMaster2962 » Thu Jan 09, 2014 10:21 pm

i like the mod i just wish you could disable parts of it, also the encased systems sounds like the most frustrating thing in the world, someone should make a mod that adds a player ship for this mod that uses encased systems, of course upgrading the encased system would have to be more expensive :D

Edit : if a system is encased dosent that mean you cant man it?