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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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captains Edition 1.031 [stable]

Postby Sleeper Service » Wed Aug 14, 2013 9:14 am

CrashSanders wrote:Got multiple missing cruisers on the exit beacons.


Right... another lost ship blueprint there

CrashSanders wrote:Also this:
http://i.imgur.com/ajlBYQ6.jpg


I thought I figured out what causes these float mounts, but apparently I didn't... maybe I just give all ships four mounts to get rid of that problem at some point. How boring...

Estel wrote:Out of curiosity, is something permanently lost (i.e., you haven't had backups)? I wonder how long it will take to release "hotfix" bringing lost content back. You know, would preffer to do thorough playthroughs tests in complete versions, they're quite time consuming.


The current version should have most of the stuff back and should be working correctly. I make regular backups, but with the spell-checking going on I was supposed to work only on the files that are in the cloud. I for once forgot about this and put new stuff into my local files, which I later overrode with the spell-checked versions that contained most of the new contend... silly silly, but as far as I can tell only ship events suffered from this and they should be working now...

1.031 changelog
-Destroying exit beacon cruisers no longer slows down the fleet, because pursuit modification doesn't carry over to the next sector anyway
-Most of the lost ship blueprints added again
-Some visual glitches fixed
dalolorn
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Location: R.S. Dominator

Re: FTL Captains Edition 1.031 [stable]

Postby dalolorn » Wed Aug 14, 2013 9:24 am

Does one of the glitches by any chance include a black rectangle instead of a Fire Missile?
Rworqx
Posts: 39
Joined: Sun Jul 28, 2013 2:55 pm

Re: FTL Captains Edition 1.031 [stable]

Postby Rworqx » Wed Aug 14, 2013 4:42 pm

if someone can make a more random events mod. ill be happy as a heavy with three thousands sandviches!

i want to do it myself but i cant mod and probably mine laptop will explode
Torchwood202
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Re: FTL Captains Edition 1.031 [stable]

Postby Torchwood202 » Wed Aug 14, 2013 8:52 pm

RE-EDIT RE-EDIT* For some reason I did not get the option to sell trade goods. This started when I got compressed Nebula Gas, Federation Contraband, and Consumer goods all in the same nebula sector. This has never happened before, but having 3 trade goods at one time also has never happened to me before either.
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Sleeper Service
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Re: FTL Captains Edition 1.031 [stable]

Postby Sleeper Service » Thu Aug 15, 2013 9:05 am

Hm strange... there might be a cap on blue options that disables them all? Can you try selling one of the goods at the ship and check at the next trade even if you can sell the two remaining goods?

(also in case you tried to sell in a pirate sector: trading events does not seem to work there, cause unknown)
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Estel
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Re: FTL Captains Edition 1.031 [stable]

Postby Estel » Thu Aug 15, 2013 2:53 pm

Sleeper Service wrote:-Destroying exit beacon cruisers no longer slows down the fleet, because pursuit modification doesn't carry over to the next sector anyway


Are you sure about that one? I'm 99,99% sure, that *if* I destroy cruiser on exit beacon, fleet starts to follow me on another sector 2-3 beacons later, at least. It seems to be confirmed by hard-numbers too - on every playthrough, where I *do* destroyed cruisers on exit since sector one, I got significantly more totals beacons visited after finishing game - as compared to playthroughs, where I avoided cruisers (which seems to indicate, that fleet pursued me slower).

Maybe it looks like that: pursuing advancement doesn't carry from sector to sectors, but halts in pursuing (as in "zero advancement pause") does?

Even if not, it was - sometimes - useful for sectors, where exit beacon was oddly placed (with 3 or 4 beacons afterwards). This way, one was able to bang cruiser, visit those beacons, and go back to exit beacon (then bang the same cruiser again - funny glitch that I forget to report, as it wasn't important - it was *the same* cruiser "revived", with the same reported name, event text, weapons, etc.).

/Estel
Last edited by Estel on Fri Aug 16, 2013 1:18 am, edited 1 time in total.
DestinyAtlantis
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Re: FTL Captains Edition 1.031 [stable]

Postby DestinyAtlantis » Thu Aug 15, 2013 10:52 pm

Maybe if possible, the fleet delay could transfer to the next sector by increasing the number of turns/jumps it takes for the fleet pursuit to appear.(if the delay doesn't transfer to the next sector already, before the most recent patch(1.031))
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Sleeper Service
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Re: FTL Captains Edition 1.031 [stable]

Postby Sleeper Service » Fri Aug 16, 2013 12:04 pm

Estel wrote:Even if not, it was - sometimes - useful for sectors, where exit beacon was oddly placed (with 3 or 4 beacons afterwards). This way, one was able to bang cruiser, visit those beacons, and go back to exit beacon (then bang the same cruiser again - funny glitch that I forget to report, as it wasn't important - it was *the same* cruiser "revived", with the same reported name, event text, weapons, etc.).


Uh well I'm not exactly sure about the delay carrying on either, but someone claimed that it doesn't during a some live stream play-through.

I guess I have to look into that again... also concerning the cruiser getting duplicated on jumping to the beacon a second time...

Estel wrote:It seems to be confirmed by hard-numbers too - on every playthrough, where I *do* destroyed cruisers on exit since sector one, I got significantly more totals beacons visited after finishing game - as compared to playthroughs, where I avoided cruisers (which seems to indicate, that fleet pursued me slower).


Well they also where not intended to be farmable, so maybe they wont give fleet delay any more anyway... :roll: :)
agigabyte
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Re: FTL Captains Edition 1.031 [stable]

Postby agigabyte » Fri Aug 16, 2013 8:46 pm

Do I have permission to use custom rebel ship assets? (Destroyer, E. Destroyer, Cruiser, E. Cruiser)

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