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 1.23/Inf 1.23/EL 1.23

Postby Sleeper Service » Mon Jul 28, 2014 10:32 am

I recommend you read through troubleshooting section at the beginning of this thread.

Glad you liked the quest Estel. :) I also like how it turned out and I want to do more stuff like that. There are already some other instances where romance can bloom aboard your ship. Maybe next time your FTL love drama can come to a happy end. :D
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Biohazard063
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Biohazard063 » Mon Jul 28, 2014 12:20 pm

Hey, just came across something odd.

Is this something related to CE or a "bug" type related to the vanilla FTL?

Image
Image
Image

In short.
In the final battle sector (pic 1), I came across the half finished flagship (pic 2) , defeated it and got the rewards from it (pic 3).
Seeing that that event isn't unique to CE, it got me wondering...
Already finished flagship stage 1 btw.
Kind of funny since I already delivered the info and all that good stuff.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
FortunaDraken
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby FortunaDraken » Mon Jul 28, 2014 2:03 pm

It's a CE event that you can come across in Rebel sectors or anywhere the Rebels have taken over a becon, I believe. It's an alternate way to unlock the Federation Cruiser, I've run into it a few times and got the quest pop-up notif. It's a fun version of the default event.
rannl
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby rannl » Mon Jul 28, 2014 2:50 pm

Estel wrote:
rannl wrote: This is a problem since, considering the modular nature of CE, all possible combinations of CE mods should be supported and repatched, and only then can the modded flagship patch be applied.


Why so? The flagship patch can just be applied last. Or am I missing something? After all, vanilla data is always the "starting point", then, we get Ce and it's modules, then, at the end, flagship randomized content, that clobbers some parts of vanilla or CE.

/Estel


Here's the thing : adding a patching script will work only if it'll clobber the randomized flagship data without reverting the current FTL modded state. If FTL is reverted to vanilla, then the user will have to load all the mods he wants FL to use, with the final mod being the random flagship, as you pointed out above. There is no simple way to do this with a script (unless the script is run from the CMD and the user manually inputs all the mod he wishes to use - this is cumbersome and not simple).

I'm thinking about two patching processes : The 1st is SMM usage - you load all the mods want FTL to use.
The 2nd is the random flagship script - if you want to have a run with a random flagship, you run the script, which patches a random flagship and starts the game. I think that getting different .ftl flagship files and patching them in manually is cumbersome, since you'll have to patch in all the other mods as well.

This is just my opinion, if the CE community minds think differently, I'd love to know how you think this problem should be handled.
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Estel
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Estel » Mon Jul 28, 2014 3:41 pm

Sleeper Service wrote:There are already some other instances where romance can bloom aboard your ship.


I sincerely hope that you're not talking about the situation, where we, as captain, drink something strange with our Slug, and he starts to "seem more and more attractive" with every drink ;)

Seriously though, Looking forward to discover other ones - I remember, from many months ago, "surprising" result of leeting my people take break and go to the planet below in Civ Coreworlds. BTW, speaking about Slugs - while most instances of "relaxing" with them goes straight to unpleasant fleet delay, the events itself are nicely written, to. My favorite is when Slug starts to improvise on some egzotic instrument - it nicely characterizes their complicated personality, something of a mix between flower children and hardcore capitalists ;)

rannl wrote:This is just my opinion, if the CE community minds think differently, I'd love to know how you think this problem should be handled.


I think that user would need to have her/his list of mods pre-defined for command line parameter (just like now, we need to construct our list of mods in SMM GUI), while script would only create randomized flagship .ftl file and append it to the end of user's list.

Frankly, if user would have problems with creating command line string (after given direct instructions in mod description) with own favorite mods, she/he wouldn't be able to use flagship randomizer properly, too. Such people would require to more complicated (although definitely doable) script that I've mentioned few posts ago - one that would ask what user want to enable, and construct command line approriately.

/Estel

Ps.

For my personal usage, I would just have .sh scripts for smm with parameters - containing my mod list, two or three of them, for every variant I want, for example ce-if.sh and ce.sh -, which I would just call after pipe/ing output from the script generating flagship. After initial set-up, randomizing it would be just a matter of calling one script, one or another, depending on what I want to play. It may even contain $* for manually providing custom ships, if I feel fancy to play one. Not cumbersome to use at all, just require some initial preparation.
rannl
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby rannl » Mon Jul 28, 2014 4:01 pm

Estel wrote:
I think that user would need to have her/his list of mods pre-defined for command line parameter (just like now, we need to construct our list of mods in SMM GUI), while script would only create randomized flagship .ftl file and append it to the end of user's list.

Frankly, if user would have problems with creating command line string (after given direct instructions in mod description) with own favorite mods, she/he wouldn't be able to use flagship randomizer properly, too. Such people would require to more complicated (although definitely doable) script that I've mentioned few posts ago - one that would ask what user want to enable, and construct command line approriately.

/Estel


I think what's bothering me is the fact that a lot of users had problems with setting up the different builds of CE. This feature is starting to look like a potential future usage problem, and I'm trying to think of the best, simplest to use solution. It might seem funny, but CMD usage can be frustrating to people who aren't used to it. Add that to the non trivial usage of SMM with the CE mods, and things will start looking messy. :?

I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.
Jopyth
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Jopyth » Mon Jul 28, 2014 5:05 pm

rannl wrote:I think what's bothering me is the fact that a lot of users had problems with setting up the different builds of CE. This feature is starting to look like a potential future usage problem, and I'm trying to think of the best, simplest to use solution. It might seem funny, but CMD usage can be frustrating to people who aren't used to it. Add that to the non trivial usage of SMM with the CE mods, and things will start looking messy. :?

I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.

I have two ideas on how to make this easy for users, but it requires some coding. If I am bored and have time on the weekend, I might try both of them. (Edit: Interestingly the difficult thing for me would be to figure out, what (and how) to change in the flagship, to make it unique, random, fair, and everything. I have never tried to create a flagship mod.)

A) Make a simple GUI (like SMM but much more simple), to let users select which mods they want to use. Then let the GUI call SMM with all the parameters to patch the game.

B) Create this as a feature in SMM (Java) itself. https://github.com/Vhati/Slipstream-Mod-Manager
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Estel
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Estel » Mon Jul 28, 2014 5:13 pm

rannl wrote:I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.


Then bullet-proof script asking user which mods she/he want to activate, and constructing command line for SMM is a way to go. Or even simple GUI, as Jopyth mentioned - it's the same effect at the end.

/Estel
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kartoFlane
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby kartoFlane » Mon Jul 28, 2014 6:33 pm

Wouldn't it be easier to just have the script construct an .ftl file for the user, so that they can install it themselves? This has the advantage of being the simplest solution, as well as the user having the same flagship mod until they run the script again, allowing to install it again or share it with others, if they liked it.

Sure it's not as elegant as a dedicated installer, but it works without any hacks or workarounds :lol:
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dalolorn
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Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby dalolorn » Mon Jul 28, 2014 8:40 pm

Jopyth wrote:
rannl wrote:I think what's bothering me is the fact that a lot of users had problems with setting up the different builds of CE. This feature is starting to look like a potential future usage problem, and I'm trying to think of the best, simplest to use solution. It might seem funny, but CMD usage can be frustrating to people who aren't used to it. Add that to the non trivial usage of SMM with the CE mods, and things will start looking messy. :?

I certainly think your solution has merits, I'm just concerned it'll be difficult for some CE users.

I have two ideas on how to make this easy for users, but it requires some coding. If I am bored and have time on the weekend, I might try both of them. (Edit: Interestingly the difficult thing for me would be to figure out, what (and how) to change in the flagship, to make it unique, random, fair, and everything. I have never tried to create a flagship mod.)

A) Make a simple GUI (like SMM but much more simple), to let users select which mods they want to use. Then let the GUI call SMM with all the parameters to patch the game.

B) Create this as a feature in SMM (Java) itself. https://github.com/Vhati/Slipstream-Mod-Manager


If SMM were to save a copy of its mod list every time it patched (and overwrote that copy if it already existed, mind you!), then the flagship patcher could simply call SMM and tell it to patch the latest mod list plus itself.

Alternatively, a simpler method would be to use SMM's code to patch in the flagship WITHOUT restoring from backups. Since the same data entries would presumably be clobbered each time, this should not have any detrimental effects.

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