Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Distribute and discuss mods that are functional. Moderator - Grognak
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Sleeper Service
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Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite

Postby Sleeper Service » Fri Dec 05, 2014 4:48 pm

Hey vanguard. Sorry for that crash there. Having access to your mod file would really help us fixing that. We indeed did very little testing with the AE build, and the CE and CE-INF builds seem to cause no such problems.
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Biohazard063
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Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite

Postby Biohazard063 » Mon Dec 08, 2014 2:10 pm

Bug report. Yay I'm helping !
Anyway :
The swarm missile launcher that the flagship can have doesn't fire, or at least it didn't on my game.
The lights go green and stay that way.
Here's a pic about what I'm talking about :
Image
And I am indeed using v.1.19b
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
rannl
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Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite

Postby rannl » Mon Dec 08, 2014 2:24 pm

Nice catch Biohazard063!

Sleepy, I took a look at the meta_weapon_pool.xml file, and apparently the swarm missile weapon has the following tag : <missiles>1</missiles>. I assume this means that the weapon has a missile ammo requirement, which explains why the weapon would charge but not shot.
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Sleeper Service
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Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite

Postby Sleeper Service » Mon Dec 08, 2014 3:12 pm

Ah ok, I'll fix that. The layout has already been taken care of, but I still have no idea what caused VoV's crash.

/Edit: Done.

Flagship Randomizer 1.19c
- AE build no longer forces the player to look at the secret data when traveling to a new sector
- "dense" layout: phase one offset fixed
- CE builds: Boss swarm missiles fire correctly now
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RAD-82
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Re: Flagship Randomizer 1.19c for AE, ACE and ACE Infinite

Postby RAD-82 » Thu Dec 11, 2014 11:28 pm

After watching VoV's last video, it seems the issue may have been with the event BOSS_TEXT_3. It had no text when he finally got through without crashing. I couldn't tell if anything else was wrong.
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Junkyard has FTL mods, mostly ships and a few other things.
Russian Rockman
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Re: Flagship Randomizer 1.19c for AE, ACE and ACE Infinite

Postby Russian Rockman » Thu Dec 11, 2014 11:54 pm

RAD-82 wrote:After watching VoV's last video, it seems the issue may have been with the event BOSS_TEXT_3. It had no text when he finally got through without crashing. I couldn't tell if anything else was wrong.

I thought something might have happened with Slipstream. That bug was indeed very weird aince this mod does not affect the event text. :?
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Sleeper Service
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Re: Flagship Randomizer 1.2 for AE, ACE and ACE Infinite

Postby Sleeper Service » Fri Dec 12, 2014 2:59 am

Rann managed to get behind that nasty crash and fixed it. Have new possible boss layout for your troubles.

Flagship Randomizer 1.2
- Fixed a problem in AE builds that caused crashes in phase 3 of the boss fight
- One new possible boss layout added
rannl
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Re: Flagship Randomizer 1.19c for AE, ACE and ACE Infinite

Postby rannl » Fri Dec 12, 2014 8:01 am

RAD-82 wrote:After watching VoV's last video, it seems the issue may have been with the event BOSS_TEXT_3. It had no text when he finally got through without crashing. I couldn't tell if anything else was wrong.

Good eye, buddy! That was exactly the problem (overriding said event with a new one, which should have only been done with CE/CE-INF builds). I'm guessing all the hidden requirements which are related to CE content caused the event to crash, or more specifically, caused some sort of random search for an alternative event text to be loaded, which resulted in a high crash ratio with a small chance of a lucky alternative event text load (seems likely considering FTL's engine is in c++. The exact sort of wonky behaviour I've come to know and love).
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Sleeper Service
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Re: Flagship Randomizer 1.21 for AE, ACE and ACE Infinite

Postby Sleeper Service » Wed Dec 24, 2014 1:30 pm

Flagship Randomizer 1.21
- Fixed a problem with the randomizer not using the correct file path
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DinosaurDino
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Re: Flagship Randomizer 1.21 for AE, ACE and ACE Infinite

Postby DinosaurDino » Sun Jan 04, 2015 10:37 pm

I think there is a bug with the randomizer. Every run I get the same layout. I don't know if I'm doing something wrong or it just doesn't work. Can somebody please explain how to get a new layout.