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 1.278b/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue Aug 11, 2015 3:51 pm

Thanks for reporting I guess. This is somewhat dissonant with you going on a massive rant on how much this mod sucks on reddit. Why contribute to it at all? :|
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slowriderxcorps
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Re: FTL Captain's Edition 1.278b/Inf 1.267/EL 1.275

Postby slowriderxcorps » Tue Aug 11, 2015 4:09 pm

I'm not going to drag that into here. As a member of this community, I am still very much willing to lend a helping hand in any way, shape and form that I am able to render. Even if that does occasionally come in the form of a tirade as gratuitous as back over there. That was a train of thought that simply refused to believe it had any brakes at all.

With my own work's development starting to calm down in pace, and this godforsaken cold of mine finally weakening to a level where I can actually think, I'll see if I can park some time into helping out here, suggestions and such like. If the github is up to date as well, I'll find a time window to help with the spelling and grammar, too.
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thatonesungod
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Re: FTL Captain's Edition 1.278b/Inf 1.267/EL 1.275

Postby thatonesungod » Tue Aug 11, 2015 4:38 pm

so i have a new issue which popped up after a couple runs of ce, and now the game will crash the second i start a run, i have tried reinstalling, restarting the whole works, vanilla advanced works fine, another mod which i have not been using in concert works fine, mod load order is textures pack, then ce and thats it i dont know why its not working
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Estel
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Re: FTL Captain's Edition 1.278b/Inf 1.267/EL 1.275

Postby Estel » Tue Aug 11, 2015 4:46 pm

You mor load order seems a little small - well, for sure 'texture pack" and CE itself isn't enough to run mod properly. Post it in its fullness (and read WHOLE troubleshooting section in the first post), then we may be able to help.
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Sleeper Service
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue Aug 11, 2015 5:56 pm

Texture pack and CE alone should work though. Can't reproduce your problem. Reinstalling FTL as well as the mod manager might help...

CE Update 1.278c
- Fixed some tag inconsistencies
Artamba
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby Artamba » Tue Aug 11, 2015 11:28 pm

I was sat there without any fuel slappin that distress beacon as the wave of rebel encroached upon my space when an AI Turret came to give me some fuel. Thankfully, he jammed my weapons so I couldn't pierce my shields; he also could not pierce mine. After a while I realised that he would never jump away and began laughing at the realisation that my fate would be trading lasers with a robot. After 5 minutes or so, to my great surprise, the turret disabled and jettisoned some fuel.

I was very happy at this. You really did think of bloody everything, didn't you? :P
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby stylesrj » Tue Aug 11, 2015 11:59 pm

Artamba wrote:I was sat there without any fuel slappin that distress beacon as the wave of rebel encroached upon my space when an AI Turret came to give me some fuel. Thankfully, he jammed my weapons so I couldn't pierce my shields; he also could not pierce mine. After a while I realised that he would never jump away and began laughing at the realisation that my fate would be trading lasers with a robot. After 5 minutes or so, to my great surprise, the turret disabled and jettisoned some fuel.

I was very happy at this. You really did think of bloody everything, didn't you? :P


That's actually already present in vanilla FTL for that sort of situation where no one can do damage or jump away.
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RAD-82
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Re: FTL Captain's Edition 1.278b/Inf 1.267/EL 1.275

Postby RAD-82 » Wed Aug 12, 2015 4:00 am

Sleeper Service wrote:That is under consideration. Thanks for posting a version using the advanced SMM tags, that will make this a lot more compatible.

/Edit:
Download CE Generic Sector Names Patch 1.0 (MediaFire)
Optional. Reverts changes that CE makes to sector names and adds generic names for CE's new sector types.

This patch appears to be flawed. It seems you've forgotten some things about your own mod. :lol: Completely understandable, since you have moved on from this.

Here is the list of sectors that you changed in the file you made:

Code: Select all

FINAL
CIVILIAN_SECTOR
ENGI_SECTOR
ENGI_SECTOR   <-- Duplicate, harmless
ENGI_HOME
PIRATE_SECTOR
REBEL_SECTOR_MINIBOSS
REBEL_SECTOR
MANTIS_SECTOR
MANTIS_SECTOR   <-- Duplicate, harmless
MANTIS_HOME
NEBULA_SECTOR
SLUG_HOME
SLUG_SECTOR
ZOLTAN_SECTOR
ZOLTAN_HOME
ROCK_SECTOR
ROCK_HOME
ROCK_HOME   <-- Duplicate, harmless
CRYSTAL_HOME  <-- CE never changed this one
LANIUS_SECTOR
LANIUS_SECTOR   <-- Duplicate, harmless
SE_INDUSTRIAL_SECTOR
SE_HAZARD_SECTOR
SE_AI_SECTOR
SE_AUTO_SECTOR
SE_CIVILIAN_HOME
SE_FED_SECTOR
SE_FED_SECTOR   <-- Duplicate, harmless
SE_QUARANTINE_SECTOR
SE_QUARANTINE_SECTOR  <-- Duplicate, but overwrites the Quarantined Sector with Pirate Base, Error

Except for FINAL and CRYSTAL_HOME, only the sectors starting with SE_ are even used in CE. FINAL only uses one name despite have a list, and CE didn't provide additional names for CRYSTAL_HOME, so those two don't need to be included.

Here are the sectors that CE uses, taken from sector_data:

Code: Select all

<sectorType name="CIVILIAN">
   <sector>SE_CIVILIAN_SECTOR</sector>
   <sector>SE_ENGI_SECTOR</sector>
   <sector>SE_ENGI_HOME</sector>
   <sector>SE_ZOLTAN_SECTOR</sector>
   <sector>SE_ZOLTAN_HOME</sector>
   <sector>SE_CIVILIAN_HOME</sector>
   <sector>SE_QUARANTINE_SECTOR</sector>
</sectorType>
<sectorType name="OVERRIDE_HOSTILE">
   <sector>SE_REBEL_SECTOR</sector>
   <sector>SE_OUTLAW_SECTOR</sector>
   <sector>SE_MANTIS_SECTOR</sector>
   <sector>SE_MANTIS_HOME</sector>
   <sector>SE_ROCK_SECTOR</sector>
   <sector>SE_ROCK_HOME</sector>
   <sector>SE_LANIUS_SECTOR</sector>
   <sector>SE_AI_SECTOR</sector>
   <sector>SE_FED_SECTOR</sector>
   <sector>SE_AUTO_SECTOR</sector>
   <sector>SE_PIRATE_HOME</sector>
</sectorType>
<sectorType name="NEBULA">
   <sector>SE_NEBULA_SECTOR</sector>
   <sector>SE_SLUG_HOME</sector>
   <sector>SE_SLUG_SECTOR</sector>
   <sector>SE_HAZARD_SECTOR</sector>
   <sector>SE_INDUSTRIAL_SECTOR</sector>
</sectorType>


I'll post the code for the whole file with the correct sector IDs now that I have time. I'll even include FINAL and CRYSTAL_HOME, since you did.

Code: Select all

<mod:findName type="sectorDescription" name="SE_CIVILIAN_SECTOR">
   <mod-overwrite:nameList>
      <name>Civilian Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_ENGI_SECTOR">
   <mod-overwrite:nameList>
      <name>Engi Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_ENGI_HOME">
   <mod-overwrite:nameList>
      <name>Engi Homeworlds</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_ZOLTAN_SECTOR">
   <mod-overwrite:nameList>
      <name>Zoltan Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_ZOLTAN_HOME">
   <mod-overwrite:nameList>
      <name>Zoltan Homeworlds</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_CIVILIAN_HOME">
   <mod-overwrite:nameList>
      <name>Civilian Coreworld Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_QUARANTINE_SECTOR">
   <mod-overwrite:nameList>
      <name>Quarantined Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_REBEL_SECTOR">
   <mod-overwrite:nameList>
      <name>Rebel Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_OUTLAW_SECTOR">
   <mod-overwrite:nameList>
      <name>Pirate Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_MANTIS_SECTOR">
   <mod-overwrite:nameList>
      <name>Mantis Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_MANTIS_HOME">
   <mod-overwrite:nameList>
      <name>Mantis Homeworlds</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_ROCK_SECTOR">
   <mod-overwrite:nameList>
      <name>Rock Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_ROCK_HOME">
   <mod-overwrite:nameList>
      <name>Rock Homeworlds</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_AI_SECTOR">
   <mod-overwrite:nameList>
      <name>AI Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_FED_SECTOR">
   <mod-overwrite:nameList>
      <name>Federation Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_AUTO_SECTOR">
   <mod-overwrite:nameList>
      <name>Auto Controlled Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_PIRATE_HOME">
   <mod-overwrite:nameList>
      <name>Pirate Base</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_LANIUS_SECTOR">
   <mod-overwrite:nameList>
      <name>Abandoned Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_NEBULA_SECTOR">
   <mod-overwrite:nameList>
      <name>Uncharted Nebula</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_SLUG_HOME">
   <mod-overwrite:nameList>
      <name>Slug Home Nebula</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_SLUG_SECTOR">
   <mod-overwrite:nameList>
      <name>Slug Controlled Nebula</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_HAZARD_SECTOR">
   <mod-overwrite:nameList>
      <name>Hazard Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="SE_INDUSTRIAL_SECTOR">
   <mod-overwrite:nameList>
      <name>Industrial Sector</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="FINAL">
   <mod-overwrite:nameList>
      <name>The Last Stand</name>
   </mod-overwrite:nameList>
</mod:findName>

<mod:findName type="sectorDescription" name="CRYSTAL_HOME">
   <mod-overwrite:nameList>
   <name>Hidden Crystal Worlds</name>
   </mod-overwrite:nameList>
</mod:findName>
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Artamba
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby Artamba » Wed Aug 12, 2015 4:57 am

That's actually already present in vanilla FTL for that sort of situation where no one can do damage or jump away.[/quote]

haha, cool. I've never encountered that in Vanilla. I WAS ALWAYS TOO QUICK FOR A STALEMATE WOOPWOOP
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stylesrj
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby stylesrj » Wed Aug 12, 2015 5:41 am

Artamba wrote:
haha, cool. I've never encountered that in Vanilla. I WAS ALWAYS TOO QUICK FOR A STALEMATE WOOPWOOP


I never encountered it either in Vanilla FTl.
The only time I ever did see it was in Stations Job and it was really annoying to be given some Missiles and nothing else. Dammit if I had another minute, I would have defeated that auto ship and acquired my measly 8 Scrap!

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