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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Sleeper Service
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Sleeper Service » Mon Apr 27, 2015 7:51 am

I can't really reproduce you problem, stability seems to be ok for most users. You can try re-downloading the mod files. Making more memory available to FTL might also help. It might be a performance issue.
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Biohazard063
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Biohazard063 » Mon Apr 27, 2015 5:00 pm

Sleeper Service wrote:Modifying the events works, but just adding you bomb to the list they check might be faster. CE uses the WEAPONS_BOMB_HEAL list in autoBlueprints.xml for checking which weapons are heal bombs. Simply add your own autoBlueprints.xml.append file with the original CE list and your own heal bomb added. That will have your heal bomb trigger any CE events that require heal bombs.

Ok, I'll do that, AE seems to only have 1 blue option for a heal bomb anyway.
Thanks again !
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werner
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby werner » Thu Apr 30, 2015 3:36 pm

Ari wrote:Hello folks. I've just installed this mod and I must say I am enjoying it's content a lot. However playing it has been a stability hell.


Greetings,

The same problem on my side, I am afraid. My game occasionally freezes (process cpu usage 100%, application doesn't respond), mostly short after jump, but sometimes also in the middle of a fight. In most cases, force-closing the application and reloading helps (losing the progress since the last jump, of course), but it happens so often (circa every 4-5 jumps) that it takes away the pleasure.

My operating system is windows 7 64bits. In order to minimize conflict probability I reduced the mod list only to CE Resource pack 1.27 and FTL Captains Edition 1.274.. The game has been installed from scratch, I use the Simple Mod Manager v1.6.

Thanks in advance for any help. If you have any tips as to what I could try, please let me know - I'll try that.

Regards,
Werner
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Sleeper Service
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Sleeper Service » Thu Apr 30, 2015 4:17 pm

I appreciate you reporting that, but there is little I can do. All I really can do is making sure that the mod runs stable on my end, which it does. The problems you mention seem not to be very widespread either. You could try making more memory available to FTL or re-downloading the mod filed, that might affect performance. *shrug*
werner
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby werner » Thu Apr 30, 2015 5:05 pm

It definitelly seems to be connected with memory. The clean game takes 791MB RAM, whereas with the very basic CE mod set activated it takes 1709MB right after pressing the START button. It runs in the 32bit mode so I guess I cannot increase its memory resources any more.

EDIT 19:16: I just managed to start the game with the CE mod installed without the resource pack. The game takes again reasonable amounts of RAM (~800 MB), I don't see ship/weapons textures or crew faces, but it seems I am able to play normally and make use of the additional options like socializing with the crew etc. Will see how it works, maybe that will be my workaround.

EDIT2 19:36: I dared to use winZIP and modify the resource pack so that I stripped the subfolder "stars" from all the PNG files (they were 60MB total). This reduced the consumed RAM amount to about 1200MB which enables me to play normally, see the ship/weapons backgrounds. I will not be able to see the beautiful backgrounds, but if thanks to this I can play in a stable way, it will be worth it.
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby English Narwhal » Thu Apr 30, 2015 6:15 pm

werner wrote:It definitelly seems to be connected with memory. The clean game takes 791MB RAM, whereas with the very basic CE mod set activated it takes 1709MB right after pressing the START button. It runs in the 32bit mode so I guess I cannot increase its memory resources any more.

EDIT 19:16: I just managed to start the game with the CE mod installed without the resource pack. The game takes again reasonable amounts of RAM (~800 MB), I don't see ship/weapons textures or crew faces, but it seems I am able to play normally and make use of the additional options like socializing with the crew etc. Will see how it works, maybe that will be my workaround.

EDIT2 19:36: I dared to use winZIP and modify the resource pack so that I stripped the subfolder "stars" from all the PNG files (they were 60MB total). This reduced the consumed RAM amount to about 1200MB which enables me to play normally, see the ship/weapons backgrounds. I will not be able to see the beautiful backgrounds, but if thanks to this I can play in a stable way, it will be worth it.


32 bit and CE do not play well. CEi may still just crash FTL in 32 bit.
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Nevill
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Nevill » Fri May 01, 2015 10:33 pm

Hi.

So after about a year and a half of abstinence I finally decided to try out CE Infinite. The project grew up quite nicely, good job all around.

I decided to chime in and do my share of typo and bug reporting. I am playing CE Infinite with EL, plus Shiny on top of it with vanilla-style portraits.

http://s20.postimg.org/evwynn7lp/2015_04_26_215021.jpg
"This unit's".

http://s20.postimg.org/846jksim5/2015_04_26_232506.jpg
http://s20.postimg.org/b8h7hkzel/2015_04_26_232536.jpg
http://s20.postimg.org/c9hg6pge5/2015_04_26_232543.jpg
No tips available for new items.

http://s20.postimg.org/ceq9dhu0t/2015_04_27_222739.jpg
"cowardly warriors" (?)

http://s20.postimg.org/bmijh6ji5/2015_04_28_212359.jpg
"is teleported".

http://s20.postimg.org/l4ncecbi5/2015_04_28_214153.jpg
"violent bureaucrat". Also, is the word 'Captain' capitalized intentionally? I am not sure whether to point out strings that capitalize it or the ones that don't.

http://s20.postimg.org/xgq8rtzct/2015_04_29_000609.jpg
http://s20.postimg.org/uit9y4rp9/2015_04_29_000616.jpg
Invisible crewmember on the first screenshot. That one may be on Shiny, not sure.

http://s20.postimg.org/uy4jr5dml/2015_05_01_221159.jpg
Window is too small for 3 digits. I assume it's an engine limitation?

http://s20.postimg.org/t51n2tsfx/2015_05_01_221252.jpg
"This sector's goverments". Also, "decided not to join" to me sounds more natural than "decided to not join".

http://s20.postimg.org/omzcaqce5/2015_05_01_222920.jpg
Can't activate the drone when it is both ionized and damaged, even though I have the power for it.
Also, in the very same fight the laser weapon on the left didn't shoot once, despite glowing green as if it is ready to fire. I don't know what the weapon is and how it is supposed to act, though.

http://s20.postimg.org/tbfc5x1kt/2015_05_01_224745.jpg
"coming to life".

http://s20.postimg.org/l77816f5p/2015_05_01_225128.jpg
"coordinates" (?) Hmm, that one seems to be a vanilla event.

http://s20.postimg.org/mniqjbi2l/2015_05_01_233417.jpg
'non-sentient' instead of 'non sentiment', perhaps? Also, is 'cruiser' in 'cruiserNameTag' not capitalized intentionally?

- Forgot to take a screenshot, but it appears Boosterless Boarding Drone is useless in a Giant Spiders event, unlike vanilla.
Last edited by Nevill on Sat May 02, 2015 6:05 am, edited 1 time in total.
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stylesrj
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby stylesrj » Sat May 02, 2015 1:12 am

Can't activate the drone when it is both ionized and damaged, even though I have the power for it.


The game treats disabled systems strangely. Any damage sustained to a system removes that power bar. Since the system only has one power bar (despite the 3 "disabled" bars) it means the system cannot be powered.
Nevill
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Nevill » Sat May 02, 2015 12:28 pm

Continuing from the last time.

http://s20.postimg.org/n2ylq2tdp/2015_05_02_093325.jpg
If there is no way to make the text fit (say, by uniting some strings - "Fire/Breach Chance - Low/Medium". Hull/System/Ion Damage - 3/1/0" etc), then at least please consider removing the tips. You can't see the stats until you buy the weapon.

This description, for example, is much more concise:
http://s20.postimg.org/pcmq0u2bh/2015_05_02_093347.jpg

http://s20.postimg.org/7nuz97qkd/2015_05_02_093416.jpg
The dot at the end of the sentence is missing.

http://s20.postimg.org/w0jbnfltp/2015_05_02_101434.jpg
"the cruiser's weapons".

http://s20.postimg.org/4egk2r2gt/2015_05_02_102744.jpg
I have encountered a Zoltan ship without super shields. Is that normal?

http://s20.postimg.org/z63xdn4fx/2015_05_02_120523.jpg
Can an extra space be added between the text and the warning?

http://s20.postimg.org/xkonltu7x/2015_05_02_120908.jpg
I am not sure about that one, but isn't 'militia' singular, like 'army'? You don't call in the 'armies'. I may be mistaken here.

http://s20.postimg.org/4osnzu6gt/2015_05_02_123306.jpg
I can't help but think something is wrong with the 'tried to get away another time' sentence here.

http://s20.postimg.org/8sp1eld19/2015_05_02_130904.jpg
Extra capitalization on 'you'.

http://s20.postimg.org/ieiluw471/2015_05_02_131937.jpg
The game tells me the pursuit is doubled at the 'Last Stand', even though there is no pursuit. You get this message if you scan the sector.

http://s20.postimg.org/ogutz4i0t/2015_05_02_133344.jpg
It looks like ASB deployment against the Flagship either does not require extra 1 power or does not mention it in the text.

http://s20.postimg.org/8jw22epml/2015_05_02_133359.jpg
"too close".

http://s20.postimg.org/jm150ujp9/2015_05_02_134532.jpg
"its life support", "to transfer power".

http://s20.postimg.org/xgzfjbe4d/2015_05_02_135417.jpg
http://s20.postimg.org/3qcaxjt4t/2015_05_02_135422.jpg
I have bought the L. Intruder drone in a store that is supposed to ionize enemy systems. However, once I used it it turned out to be a regular boarding drone that just attacks systems instead.

Overall, it was a pretty fun experience. I have played for about 10 hours before I decided to finally hit the Flagship.

I have mixed feelings about the progression. It looks like the costs for systems are far too steep. Yes, I get that the intention behind the mod was to prolong the game, hence CE Infinite, but I feel it takes it a step too far.

It maintains balance pretty well in the beginning stages of the game, where I had from 1 to 2 Deep Space runs before I hit the next sector. You don't want to linger in the beginning sectors because the rewards are abysmal, but you can't dive into later sectors from the get go. The game becomes less about upgrading your systems and more about finding good equipment that would fit your power requirements, since weapons and drones cost peanuts compared to the upgrades.

On average, you get about 200 scrap per sector +an extra 100 scrap per sector level, the more the further you go. This is usually enough to get a few beginning upgrades going.

However, at about sector 6 you hit a wall where upgrading the systems costs far more than you make. I had to grind considerably to get my shields to tier 3, and to put my weapons to lvl 9 and my shields to lvl 8 before the final battle I had to do about 20 Deep Sector runs. I can't say this was very fun. I have already assembled quite a collection of OP equipment (so getting new items wasn't an incentive to go further), so I just scanned new sector and went through the nodes where there were no ships, hoping for a freebie.

I know it is kind of a 'choose how you are going to have your fun' type of mod, but the latest upgrades are pretty much unatteinable. I felt that if the costs were downgrated to about 2/3 of what we have now (and perhaps even further for the endgame), the game would have been just right for me - difficult enough in the beginning to keep things fresh, but without turning into a boring grind in later sectors.
Last edited by Nevill on Sat May 02, 2015 6:16 pm, edited 6 times in total.
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby stylesrj » Sat May 02, 2015 12:44 pm

I have bought the L. Intruder drone in a store that is supposed to ionize enemy systems. However, once I used it it turned out to be a regular boarding drone that just attacks systems instead.


I had the same problems when I tried making a boarding ship. I wanted 4 Boarding Drones and 2 Ion Intruders boarding an enemy ship at high speed. The Ion intruders turned into Boarding Drones upon testing.

I dunno what's up with that but I suppose Ion Intruders only work for Ion Intruders only and you can't make custom versions.

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