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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R4V3-0N
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Re: FTL Captain's Edition 1.271/Inf 1.267/EL 1.266

Postby R4V3-0N » Sat Jan 31, 2015 9:26 am

duckling wrote:Is it possible to make an augment that makes the zoltans explode for more dmg or an augment that adds in an invisible custom bomb at death (so that it can do like 1 dmg to system without causing hull dmg)?


I do not think either is possible.
R4V3-0N, a dreamer.
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Sleeper Service
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Re: FTL Captain's Edition 1.271/Inf 1.267/EL 1.266

Postby Sleeper Service » Sat Jan 31, 2015 6:53 pm

Alright, I should be able to post regularly again from now on.

Russian Rockman wrote:Also, if we want to do something with events non-spellcheck related now. For example, add a blue option. Can we do that on Git now and submit it to you to consider? Or would you rather have that Git be used only for spell-checking and we should still use the CE events thread to propose new events and event changes.

Sure, go for it. But it would be helpful not to mix content suggestions and spell checking, but whoever is interested can submit event and choice suggestions separately and I'll consider implementing them if they fit balance and lore wise.

Russian Rockman wrote:Oh, and before I forget, there is a problem with some of the new names introduced in one of the last updates. Some of the characters are not recognized by the game. I don't know exactly which ones yet, but it is a reasonably common error. The game will just display a blank square instead of the character it doesn't understand. You could remove the problem names entirely once you find which ones have issues, though it would be much better if you could just rework them to not use whatever character is causing the problem. Since they are supposed to be alien names anyway.

I wasn't able to reproduce this yet, but I removed all ' for now.
Nider_01
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Re: FTL Captain's Edition 1.271/Inf 1.267/EL 1.266

Postby Nider_01 » Sun Feb 01, 2015 9:38 am

Are there any good twitch streamers that play with CE? If yes, please, post a link to their channels. :)
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Re: FTL Captain's Edition 1.271/Inf 1.267/EL 1.266

Postby DrPoopasaurusRex » Sun Feb 01, 2015 11:25 pm

I am dying to play this, but the game keeps crashing. Any clue what be causing this? It happens at random times. Often immediately when I start playing. Once I've gotten as far as one sector in but it usually crashes before that at right after I jump to a new place.

I have Windows 7, I'm using SMM, I have CE and the Resource pack and they both appear to be working fine. I've never had the game crash when playing just un-modded FTL.
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Re: FTL Captain's Edition 1.271/Inf 1.267/EL 1.266

Postby Krazyguy75 » Wed Feb 04, 2015 2:20 am

DrPoopasaurusRex wrote:I am dying to play this, but the game keeps crashing. Any clue what be causing this? It happens at random times. Often immediately when I start playing. Once I've gotten as far as one sector in but it usually crashes before that at right after I jump to a new place.

I have Windows 7, I'm using SMM, I have CE and the Resource pack and they both appear to be working fine. I've never had the game crash when playing just un-modded FTL.


What's your mod order?
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Noobjuice
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Re: FTL Captain's Edition 1.271/Inf 1.267/EL 1.266

Postby Noobjuice » Thu Feb 05, 2015 3:15 am

Sleeper Service wrote:
Russian Rockman wrote:Oh, and before I forget, there is a problem with some of the new names introduced in one of the last updates. Some of the characters are not recognized by the game. I don't know exactly which ones yet, but it is a reasonably common error. The game will just display a blank square instead of the character it doesn't understand. You could remove the problem names entirely once you find which ones have issues, though it would be much better if you could just rework them to not use whatever character is causing the problem. Since they are supposed to be alien names anyway.

I wasn't able to reproduce this yet, but I removed all ' for now.


I came across that bug the other day, it seems to be names with accents on the vowels (like Méh-è, Harué and Tané) that cause of the error. I don't think names with ' had any problems though.
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Sleeper Service
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby Sleeper Service » Thu Feb 05, 2015 6:00 pm

Thanks for the heads up, the names should work correctly now.

CE Update 1.272
- Fixed some crew names not being displayed correctly

stylesrj wrote:
NarnKar wrote:Mines in general are pretty OP, both on your side and on your opponent's side.

Enemy mines mean that you take absurdly rapid attrition damage in a game that's all about minimizing attrition damage. It's only hull, but hull points go a long way, longer than system damage.

Mines on my side mean that I can delay the Rebel Fleet three or four times per sector.

I was playing with CE Infinite, and for some reason the Oya Mines were the absurdly low price of 10 scrap. All of this power, might, and aggravation...for 10 scrap. And with infinite, I had practically unlimited missiles.


I still think mine drones should not exist, because mine launchers run out of missiles. Mine Drones will pummel you to pieces forever and in CE Infinite where stores are rare and I have to violate the 75% hull repair principle because I don't know when the next shop or event will be...


Mines are a thread to be taken seriously and thats pretty much how they are intended. I'm kind of glad that they are equally useful for enemies as well as for the player, be it in different ways. Mine drones are a pain, but then again there are multiple ways to counter them. I found that in normal runs they don't appear that often, also they are limited to a few enemies, which you can try to avoid.

The problem with attrition in infinite is a kind of a global one, not only limited to mines. I still maintain that CE infinite would be much less interesting with guaranteed shops in each sector. Depending on how you play attrition will become pretty much the only thread you have to face in late infinite runs, even with deep space elites starting to spawn after sector 6.
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ahmedoo
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby ahmedoo » Sun Feb 08, 2015 12:33 pm

Few bugs i found:
1. Wrong weapon mount:

http://zapodaj.net/4ca7c17feac80.png.html

2. Few ships in automated sector have multiplied parts after destroying:

http://zapodaj.net/6c2d75ed81b78.png.html

3. I don't know the reason but sometimes i get the old and high res asteroid background:

http://zapodaj.net/4fb1f8bf38058.png.html

My mod order:
10 Better Planets and Backgrounds 1.3.1.ftl
11 Better Asteroids.ftl
20 Extra Names Mod 1.1.ftl
40 CE Resource Pack 1.27.ftl
41 FTL Captains Edition 1.271.ftl
42 CE BPaB Compatibility Patch 1.0.ftl
50 CE Additional Music Addon 1.266.ftl
60 EL Texture Pack 1.27.ftl
61 CE Endless Loot Addon for standard CE 1.27.ftl
70 CE Vanilla Player Ships Loadouts Addon 1.261.ftl
80 Extended Pursuit Indicator x3 1.0.ftl
81 Shiny! UI and Graphics v1.0 for CE.ftl
82 Shiny! Ship Greebles for CE.ftl
83 Ain't Nobody Got Time For That Replacer.ftl
84 BetterShipColorNightmareEdition.ftl
85 Highres Shields 1.1.ftl
90 Random Flagship.ftl

Maybe you know what cause this problem.


And last thing is question about Slug C layout. As far as I remember the devs forgot to put doors in Engi C layout. Don't you think here is the same? Here's what I mean:

http://zapodaj.net/fd5c908e4af40.png.html
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Epsilon Carinae
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Re: FTL Captain's Edition 1.272/Inf 1.267/EL 1.266

Postby Epsilon Carinae » Tue Feb 10, 2015 4:02 pm

Suggestion: Make player artillery a separate submod. Or something like that.
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