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

Distribute and discuss mods that are functional. Moderator - Grognak
KarlssoNN
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby KarlssoNN » Mon Dec 18, 2017 9:44 pm

@Fritz1776: One of the fixes in FTL 1.6.2 beta was to fix the jumping cursor. It had something to do with the newest Windows 10 update.
Nevill
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Nevill » Wed Dec 20, 2017 12:46 pm

Can anyone help me remember?

I think I played CE Infinite where the Boss fight was insanely hard - it drained itself of oxygen, killing its own crew and making boarding impossible; there was also support from the Rebel fleet, as well as certain events during the battle. Now... which mod does that? Is that a part of Randomized Flagship? CE Infinite itself?

I could have been trying out an experimental version of a Flagship mod by Russian Rockman, like the one from here, but since he has not been around since 2016 I can't quite verify.

Can't test it now, sadly, so I am limited to asking questions.
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Wed Dec 20, 2017 1:05 pm

Main CE does the oxygen drain thing in phase three. The flagship can't have fire support but phase three has a small chance to feature one of the vanilla hazards (nebula, sun, asteroid, can work in your favour). Other than that the flagship has connected weapon rooms even on normal. It's laser artillery deals more damage per shot and the beam artillery has extended range and moves very slow. The flagship also has some defensive augs (Reverse Ion Field, Titaniums System Casing) on phase 3 and will activate repair drones once the crew is dead. As far as I remember these where all the main CE changes.

In addition to that, CE Infinite boosts the flagship weapon power, leading to faster attacks. Infinite also gives it more defensive augs on all phase I think.
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slowriderxcorps
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby slowriderxcorps » Sun Dec 31, 2017 9:44 pm

I'm just going to bring this up as a possible heads-up, since I'm at a loss of ideas as to what's going on. I've begun to work on testing to ensure that CR is working with the 1.6 beta. The stores and how they're set up is unchanged from CE, I'm 98% sure of it. The problem is that for reasons that I cannot figure out, the Stores are NOT appearing on the Map Screen at all. If someone can identify if this is also happening in CE within the 1.6 beta, then maybe we can figure out just what's causing it to break like this.

EDIT: False alarm, it seems that the error is being caused by one of the optional submods that wasn't properly adapted for 1.6. x.x
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Captain Trek
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Captain Trek » Wed Jan 17, 2018 6:57 am

So my Steam copy of FTL just updated and upon re-patching CE (I got back into CE recently because I had the idea of trying to beat Hard Mode with every ship. So far it's not going very well as you might imagine), this happened:

https://imgur.com/a/QsXl5

Any idea how to fix this? I tried re-patching again to no avail.
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Jumbocarrot0
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Jumbocarrot0 » Wed Jan 17, 2018 8:33 am

Captain Trek wrote:So my Steam copy of FTL just updated and upon re-patching CE (I got back into CE recently because I had the idea of trying to beat Hard Mode with every ship. So far it's not going very well as you might imagine), this happened:

https://imgur.com/a/QsXl5

Any idea how to fix this? I tried re-patching again to no avail.


Looks like you've been living under a small rock. FTL recently updated to V1.6, making several changes with game data and resources, like the ship and spanner button, that, unfortunately, will break mods including Captains Edition. Fortunately, a man named FearTheBlaziken made a patch to fix these things and improve the trading system so you can't destroy the universe. This patch is also featured on the front page of this thread, or if you like here:

Captains Edition patch for V 1.6.2, should work with any version of 1.6
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Wed Jan 17, 2018 1:20 pm

Main CE isn't updated for FTL 1.6.x yet. There is an unofficial patch on the front page that supposedly fixes some issues, but I haven't tested it myself. The fleet pursuit bug might be fixed by using the Extended Fleet Pursuit Indicator mod alongside CE. That mod has been update for the current FTL version (needs to be loaded after CE to work).
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Estel
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Estel » Wed Jan 17, 2018 8:37 pm

Apparently, the unofficial patch still result in CE's trading system being broken (goods sold for wrong price, not matching what is shown on screen).

Any chances you are/will be working on official (tm) compatibility of main CE with the new things? Asking, as I know you have other projects going on...
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Wed Jan 17, 2018 8:52 pm

I started working on an update for main CE to make it compatible with FTL 1.6.x, but it might still take a few weeks to get it done.
FearTheBlaziken
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby FearTheBlaziken » Thu Jan 18, 2018 2:49 am

THIS LINK WILL NO LONGER WORK PROPERLY ON THE CURRENT VERSION OF CE, AS ITS PATCHES HAVE BEEN IMPLEMENTED, THE LINK HAS BEEN REMOVED

I realised I've made a few errors in my 1.6 patches for CE. And after having an idea to fix the sell prices of trade items, I've updated my patches to properly work with 1.6 as well as solve a few issues with CE prior to the update. Sleeper, I recommend that you adapt the CE code mod to these patches rather than the previous version.

YOU MUST DELETE THE "fonts" FOLDER IN YOUR CE RESOURCE PACK IN ORDER FOR THE NEW FONT TO WORK.
DO THIS BY OPENING THE MOD USING 7ZIP OR RENAMING ".ftl" TO ".zip" AND REVERTING ONCE DELETED.

Download my CE patches for 1.6 here.

Note: If the Heavy Laser I Drone shows as a yellow triangle, I accidentally left code to make it look like the Insurrection equivalent. Re-download the patch if this happened to you.

Code: Select all

Changelog:
* Replaced the "[Please sell the item, or you'll break the universe]" event with the remove tag to remove the trade item sold and grant the sell price.
* The Rebel Fleet will no longer summon non-elite Rebel ships after re-entering a beacon where you defeated a ship.
   * The ASB combat augment now has the standard fail chance in a fleet-controlled beacon and will properly take 1 power if successful.
* The Quest trigger after defeating the Purple Tentacles flagship was fixed. (Duplicate ship tags)
* Hazard icons and warnings have been altered to properly fit the HUD during Phase 3.
* Extended Pursuit Indicator x2 has been implemented by default.
* Diplomatic Immunity can no longer be achieved using the socialising system.
* sMPK's 1.6 font has been added to retain the smaller weapons font, and titles have been edited to properly suit the smaller font.
* All "Energy" ships have been renamed to "Zoltan" ships.
* Fixed the Red-Tail's cloak (Kestrel B).
* CE's contributors are now properly credited in the Victory/Title credits. (in "text_misc.xml" and "credits.txt")
* Reverted Sector 8's title to vanilla. ("The Final Battle" to "The Last Stand")
* Added the removed weapon/explosion sounds required by CE equipment. (Thanks "mr_easy_money" for catching this issue)
Last edited by FearTheBlaziken on Sat Mar 31, 2018 11:05 am, edited 2 times in total.
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I polish other mods because I am too lazy to make my own.

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