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

Distribute and discuss mods that are functional. Moderator - Grognak
Nider_01
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Re: FTL Captain's Edition 1.205/Inf 1.205/EL 0.95

Postby Nider_01 » Wed Apr 16, 2014 6:21 pm

And some of new (rock?) crew skins (but not all of them) have this strange frame:
Image
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Sleeper Service
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Sleeper Service » Wed Apr 16, 2014 6:37 pm

Sorry about that. I was sure that I removed at last the test event...

CE Update 1.205b
- Test start event removed
- Rock crew test reticles removed

/Edit: Hey Nider_01, I'm pretty sure I saw you in the chat of joyfulls stream. ;) Did you watch the entire thing?
Saizew
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Saizew » Wed Apr 16, 2014 7:59 pm

@Sleeper Service

Just something i stumbled upon...

Only1way.jpg


Would it be possible to make a third option upon reaching the exit beacon (if the rebell fleet hasn't raeched it yet) that would allow to roam the other beacons behind the exit beacon?

Don't know if this had been discussed before or how often this happens. But it could be quite annoying if a generated quest beacon would be inaccessible this way.
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Sleeper Service
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Sleeper Service » Wed Apr 16, 2014 8:57 pm

It has been discussed before and there are reasons why it can't really be done. You can dig through the last pages of the thread if you want to know more.
Lunaraia
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Lunaraia » Wed Apr 16, 2014 9:03 pm

umm... I don't know if this is a bug or not, but i have noticed that when i am flying through deep space with the infinite mod, I seem to hit a contested sectors more often then anything else, is the % leveraged for this or is it just a bug (out of the 4, 3 hour long runs I've had so far I've hit contested sectors over half the time)
chuisfree
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Joined: Fri Apr 04, 2014 4:06 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby chuisfree » Wed Apr 16, 2014 9:12 pm

Hello again --

So, I followed the advice in here. I completely uninstalled FTL and deleted SMM and all the folders associated.

I've redownloaded all of the mods and SMM. I've reinstalled FTL. I'm following the correct Load Order.

SMM is able to patch the game and I see the new loading screen, but it crashes before I get to the main menu. If I remove "Endless Loot", everything is fine. Are there any suggestions on how to get this to work? I don't know what's wrong... :cry:
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Sleeper Service
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Sleeper Service » Wed Apr 16, 2014 9:20 pm

Lunaraia wrote:umm... I don't know if this is a bug or not, but i have noticed that when i am flying through deep space with the infinite mod, I seem to hit a contested sectors more often then anything else, is the % leveraged for this or is it just a bug (out of the 4, 3 hour long runs I've had so far I've hit contested sectors over half the time)


It's not possible to generate various normal sector types indefinitely. You can only travel indefinitely in contested deep space sectors, but they pretty much can contain all the content and events of the entire game. The regular sectors can still be encountered when you choose traveling towards the Federation base at the exit beacons.
Hadza
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Joined: Sun Mar 30, 2014 6:33 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby Hadza » Wed Apr 16, 2014 10:01 pm

Can I ask you for links to the additional music, pleeeeease? :roll: Also, why not add them to the header?
On the gameplay note: I've got a very interesting ionizing light-gatling in one of my playthroughs, which not only wiped out all the crew and ionized systems it hit, but also ionized the shields too! It's because of the shield piercing most probably. Imo it is one of the best guns possible or 12 damage heavy hull laser III, or radioactive neural stun, or... Damn, I love the procedural guns :lol: Also, you can build up a hipster ship with vintage guns now. Meta-gameplay :lol:
I've also managed to get 3 stores in one deep space sector o_o 1 was an ordinary one, while others were situated in nebulas, made me wonder why that happened at all.
rapdactyl
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Joined: Wed Apr 16, 2014 10:16 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Postby rapdactyl » Wed Apr 16, 2014 10:35 pm

Edit: I was a derp and didn't read the full post. Derp.
Last edited by rapdactyl on Thu Apr 17, 2014 4:53 am, edited 2 times in total.
Russian Rockman
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Re: FTL Captain's Edition 1.205/Inf 1.205/EL 0.95

Postby Russian Rockman » Wed Apr 16, 2014 10:40 pm

Sleeper Service wrote: CE 1.205 update


- New AE combat augs and the subspace scanner secondary function now also work against the boss
Have you tested or plan to test if we can use level 3+ sensors against the boss by removing the limit= tag?

- LASER type missiles list rarity reworked for AUTO and REBEL list; based on the fact that the game probably treats these as lasers
Not sure if slowy already told you this or not, but I read on his thread that the drone_targetable tag can now make missiles act like lasers and lasers become (untargetable?). So maybe you may just want to keep the rarity the same and give things like the cloak missiles the new tag to fix whatever issue there is with the enemy weapon generation?

- Flashbang detonation ringing is less obnoxious now
- Enemy stun cluster bombs and drone-fired stun grenades will now obscure player vision on rooms for a short while
:D :D :D :D :D :D :D :D

Question? Is it possible to give cluster bombs AOE targeting so that they work like "cluster" bombs now?