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

Distribute and discuss mods that are functional. Moderator - Grognak
snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

Re: [open beta] FTL Captains Edition 0.96

Postby snowhusky5 » Wed Jul 03, 2013 5:48 pm

Is this mod using the version of balanced arsenal that modifies events (for example being able to use the mk 2 antibio beam in events that have blue options for the regular anitbio beam) or is it the regular version?
snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

Re: [open beta] FTL Captains Edition 0.96

Postby snowhusky5 » Wed Jul 03, 2013 6:44 pm

snowhusky5 wrote:Is this mod using the version of balanced arsenal that modifies events (for example being able to use the mk 2 antibio beam in events that have blue options for the regular anitbio beam) or is it the regular version?

Never mind, just got into an event where a light laser mk 3 was a blue option. This is pretty damn good mod/modpack!
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: [open beta] FTL Captains Edition 0.96

Postby Sleeper Service » Wed Jul 03, 2013 10:59 pm

Sleeper Service wrote:0.96 Beta released:
[...]
-Most non faction specific vanilla events modified to support BA weapons for blue options

;) I still have to do that for faction specific events though, not all events have this kind of integration yet.
snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

Re: [open beta] FTL Captains Edition 0.96

Postby snowhusky5 » Wed Jul 03, 2013 11:44 pm

Sleeper Service wrote:
Sleeper Service wrote:0.96 Beta released:
[...]
-Most non faction specific vanilla events modified to support BA weapons for blue options

;) I still have to do that for faction specific events though, not all events have this kind of integration yet.

Didn't see that when I looked the 1st time. :P
Anyways, in the OP it says the diversitymod is for visuals only, but it changes how heavy lasers work, in addition to adding the burst laser that fires 4 shots and the artillery laser (and probably a few others). One problem with this is that the engi cruiser b cant power both weapons anymore (although it doesnt really need to right off the bat due to heavy laser shield piercing). I like the new weapons, but I'm going to edit my file so the heavy lasers are restored, if I can find which xml.append it is....
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: [open beta] FTL Captains Edition 0.96

Postby Sleeper Service » Thu Jul 04, 2013 8:37 am

snowhusky5 wrote:Anyways, in the OP it says the diversitymod is for visuals only, but it changes how heavy lasers work, in addition to adding the burst laser that fires 4 shots and the artillery laser (and probably a few others). One problem with this is that the engi cruiser b cant power both weapons anymore (although it doesnt really need to right off the bat due to heavy laser shield piercing). I like the new weapons, but I'm going to edit my file so the heavy lasers are restored, if I can find which xml.append it is....


What I wanted to say there is that I'm using a modified variant of the diversity mod that included only the visual changes, so I'm pretty sure that stuff is edited out already. Feel free to take a look at the files of course.

I found another bad event name in the ITEMS_ENGI eventlist, hopefully that's one crash cause less.
snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

Re: [open beta] FTL Captains Edition 0.96

Postby snowhusky5 » Thu Jul 04, 2013 1:17 pm

Sleeper Service wrote:
snowhusky5 wrote:Anyways, in the OP it says the diversitymod is for visuals only, but it changes how heavy lasers work, in addition to adding the burst laser that fires 4 shots and the artillery laser (and probably a few others). One problem with this is that the engi cruiser b cant power both weapons anymore (although it doesnt really need to right off the bat due to heavy laser shield piercing). I like the new weapons, but I'm going to edit my file so the heavy lasers are restored, if I can find which xml.append it is....


What I wanted to say there is that I'm using a modified variant of the diversity mod that included only the visual changes, so I'm pretty sure that stuff is edited out already. Feel free to take a look at the files of course.

I found another bad event name in the ITEMS_ENGI eventlist, hopefully that's one crash cause less.

It's not edited out. The heavy lasers are definitely changed from the base game. Unless the previous version of diversity mod I was using before this stuck around somehow...

EDIT: I think that might be the case somehow. In the mod files the heavy lasers arent even in there. Not sure what my problem is, but not too hard to fix...

EDIT 2: Installing diversity and captains edition with my modified version of diversity second solves my problem :)
It's nice to have some new events that I haven't seen before. I hope I can get the crystal ship sometime, the only thing I'm missing ;)
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: [open beta] FTL Captains Edition 0.96

Postby Sleeper Service » Fri Jul 05, 2013 7:33 am

If anyone who knows basic event editing feels like contributing to the mod: There is a call for events/textlists thread now where you can post your suggestions.
Torchwood202
Posts: 132
Joined: Sun Sep 30, 2012 4:10 pm

Re: [open beta] FTL Captains Edition 0.96

Postby Torchwood202 » Fri Jul 05, 2013 11:47 pm

Can we have release dates for future updates?
snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

Re: [open beta] FTL Captains Edition 0.96

Postby snowhusky5 » Sat Jul 06, 2013 1:24 am

I found a glitch! I started a game with mantis cruiser type b (my fav ship) and one of my mantises started without a name. When I hover my mouse over him, the black box with his health doesn't even leave space for his name, its just not there.

On a side note, this is what happens when I play the rock ship hoping to get non-missile weapons
http://steamcommunity.com/sharedfiles/f ... =157974803
WHY MUST YOU MAKE GETTING THE CRYSTAL SHIP SO HARD GAME?!?!?!?! WHYYYYYYYYYYYYYYY
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: [open beta] FTL Captains Edition 0.961

Postby Sleeper Service » Sat Jul 06, 2013 11:30 am

Praise the lord and pass the amunition!

I have no idea how that Mantis name problem could be caused by CE, might originate elsewhere. Does this happen all the time?

Torchwood202 wrote:Can we have release dates for future updates?

Well the next one is right now. :D

0.961 Beta
-Slug crew now allows you to read the mind of potential crew members in some events, so you can identify individuals that want to deceive you (idea by snowhusky5)
-One new boarding event added
-BA weapons integrated into blue options of faction specific events (way less work than I thought it would be)
-Odds for negative outcomes lowered when the player commits acts of piracy
-Tech missile launchers made available for enemies now
-Rebel lifter offset adjusted
-Minimum crew for some stations increased
-Bad event name on ITEMS_ENGI list purged