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 1.281b/Inf 1.28/EL 1.28

Postby Sleeper Service » Tue Dec 22, 2015 1:17 pm

Yep, Rock A is pretty much garbage, both in vanilla an CE. I'd still say it is slightly better in CE, since you can get ammo more efficiently and piracy options persist throughout the game, no matter your loadout. I definitely don't think its worse than vanilla (things like the layout are the same as vanilla to begin with), so I don't think it needs a bigger buff. Cockatrice indeed trades suppression through status effect for higher guaranteed flat damage. That isn't an upgrade, but its still more damage per ammo than the primary missile of vanilla Rock A has, again contributing to making the ship less ammo dependent in CE.
Captain Trek
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby Captain Trek » Wed Dec 23, 2015 4:10 am

Well of course it's overall better in CE, but that's at least partially counteracted by the increased difficulty of CE. It could just be me, but I think the underlying nature of the mod exacerbates the existing problems with the Rock A by way of it being more important than ever to not fall behind the scrap curve, which makes the ship somewhat different from ships like the Kestral A and Stealth A, which didn't change excessively much from their vanilla counterparts but weren't left as far behind by the added difficulty as the Rock A was.

Don't get me wrong, I still can't really think of a viable way of actually buffing the ship that wouldn't be a case of going full retard (drone control with missile drone, two shield bubbles like the Mantis B, start the ship with 99 missiles, etc.), and I can respect that you may actually want, as a design decision, for the Rock A to be the worst ship in the lineup just as it was in vanilla. However, I still wanted to relate my experience of grinding out my Normal difficulty win with it, which included coming to grips with all the more subtle ways the ship is terrible.

I will say this though: At least it's not the Federation colony ship from Strange New Galaxy...
Arkhamthe_Black
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby Arkhamthe_Black » Thu Dec 24, 2015 10:05 am

Hi. I'm having a problem running the Endless Loot Mod for CE. I can fun Infinite and CE just fine, and I'm running them along side the Shiny UI mod. But when I try to run It with EL, The game starts loading, and then freezes. I get a dialog box telling me that FTL needs to close do to an unusual run time error. Any advice on what I need to do?
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Sleeper Service
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby Sleeper Service » Thu Dec 24, 2015 11:46 am

I recommend you read through the troubleshooting section in the first post of this thread.
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Telios
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby Telios » Fri Dec 25, 2015 3:20 pm

I'm having issues with loading EL suddenly. I haven't changed a thing and followed the correct loading order. But I keep getting this error:
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meklozz
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby meklozz » Fri Dec 25, 2015 3:33 pm

Looks like a bad file, re-download whatever seems to be causing it. So look at what's patching in right before you get this, then try it by itself, whatever doesn't work gets deleted.

Also, if that fixes it and you really didn't make any changes that could have caused it, you might want to check your hard drive with something. This stuff tends to happen for a reason.

@edit, I just realized you can see the file that was being loaded in the console window. There should be some more information in there, as well.
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Telios
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby Telios » Sat Dec 26, 2015 10:16 am

meklozz wrote:Looks like a bad file, re-download whatever seems to be causing it. So look at what's patching in right before you get this, then try it by itself, whatever doesn't work gets deleted.

Also, if that fixes it and you really didn't make any changes that could have caused it, you might want to check your hard drive with something. This stuff tends to happen for a reason.

@edit, I just realized you can see the file that was being loaded in the console window. There should be some more information in there, as well.

It's either the EL Texture Pack. or the CE Endless Loot Addon. Let me try redownloading them.

Edit: Yep. Redowloading fixed it. Thanks. Dunno what caused that strange error though.
Captain Trek
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby Captain Trek » Sun Dec 27, 2015 7:19 am

So here's a question...

In FTL vanilla, Space Cruise is the track that represents only the game as a whole, but also the rest of Ben Prunty's soundtrack for the game. It's the soundtrack's "flagship track", if you like. (I don't know if there's a term for this sort of thing that musicians actually use. Please enlighten me if there is)

So, even though Space Cruise is still what plays when you load up the menu screen with Captain's Edition installed, I'd like to ask, is there something similar for the additional music that Captain's Ed. added to the game? I ask because I'm putting together a music list where each ship in vanilla and each ship again in CE will have a song that represents that ship and what (I feel) it is all about. Naturally, the vanilla Kestral A's theme is Space Cruise, and I thought it would make sense for the CE Kestral A's theme to be whatever you would consider to be the "flagship track" of CE's additional music, if such a thing even exists...
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Sleeper Service
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby Sleeper Service » Tue Dec 29, 2015 12:02 am

That would probably be "Glowing" (cut content) or "Reality" (explore). (Glowing would work better as an acutally title screen track, since it isnt't used ingame.) All the civilian core-world sectors could work I guess, since they are very neutral and the closest to the original score in my opinion.
meklozz
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Re: FTL Captain's Edition 1.281b/Inf 1.28/EL 1.28

Postby meklozz » Fri Jan 01, 2016 2:35 pm

Hey, so, I found a minor bug. It's an FTL bug in general, but it's pretty much irrelevant in vanilla due to the game barely using that code, so I wasn't sure where to post... But I came across it in CE, so, here goes.

If you limit the player (possibly enemy?) weapons or shields (possibly other systems, doesn't seem like engines, though - I guess it's because the game redistributes power differently for systems that can increase power by more than one at a time?) by using

Code: Select all

<status type="loss"
and then get damage on that system, the game will not let you power as many bars as it should.

For example, 4 bars total, one disabled, one damaged - from how it looks (and how it would act if used type="limit"), the damage and disabled are one and the same, and you should be able to use 3 bars, but you can actually only use 2.

Here are some screenshots that make it pretty clear.

https://dl.dropboxusercontent.com/u/18243056/2016-01-01%2015_30_43-FTL.png
https://dl.dropboxusercontent.com/u/18243056/2016-01-01%2015_30_50-FTL.png
https://dl.dropboxusercontent.com/u/18243056/2016-01-01%2015_37_28-FTL.png

And here is a mod to test it easily.

https://dl.dropboxusercontent.com/u/18243056/bug%20-%20disabled%20and%20damaged.ftl

Possible solution would probably involve making req based choice tags to assign the appropriate "limit" tag, but it is pretty obscure, I guess, so not a big deal. Just though it should be "out there".

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