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 1.24a/Inf 1.24a/EL 1.24

Postby Sleeper Service » Fri Aug 15, 2014 2:44 pm

Nider_01 wrote:Possible bug:
Bounty hunter database does not work in one of the sector types (I did not test it in other sectors)

Yeah sorry, that aug was not supposed to be available in stores. Its not yet properly implemented. :roll:

CE Update 1.241a
- Alpha version of the bounty hunter database removed
- More Lanius system stations fixed
- Added piracy and combat aug option for the dubious engi ship that appears when you are out of fuel
- Some weapon mounts fixed
aka13
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby aka13 » Fri Aug 15, 2014 6:59 pm

Hey guys, I just registered to tell you how aweome the mod is. I think, the only mods which compare to that woulde be project nevada for fonv, or GregTech for minecraft. I just fell in love with it.

I also have 1 stupid question - what happens to my save, if I update the mod?
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Sleeper Service
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby Sleeper Service » Fri Aug 15, 2014 7:17 pm

Glad you like it :)

aka13 wrote:[...]what happens to my save, if I update the mod?

Usually nothing much. You should be able to continue your run, but I did not excessively test this. Possible new content can show up even if you did start the run with an older version.
aka13
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby aka13 » Fri Aug 15, 2014 7:41 pm

Great, thank you for the fast reply.

I have another question, related to systems which can be improved farther than it is possible in vanilla - e.g. the teleporter - I can add a 4th energy bar to it, but the msg says than it will be back to 20s cooldown. Now, what shoul I expect after I add the 4th bar?
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Sleeper Service
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby Sleeper Service » Fri Aug 15, 2014 8:24 pm

Yeah the descriptions seem a little bugged on that stuff. The cooldown reduction actually works like one would expect, leading to a five second cooldown I think.
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Estel
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby Estel » Fri Aug 15, 2014 8:25 pm

No idea, you can test it and tell us. No one exactly know how those things work in FTL, before we check it in real life. Limitations of modding, and in no-official-modding-support, in particular...

Some of such things work as expected. Some completely different. And some just crash the game or corrupt saves ;)

/Estel
Knightraven257
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby Knightraven257 » Fri Aug 15, 2014 10:01 pm

I'm having a problem where the rebels will continuously jump double the distance of a normal jump throughout the entire game, even after expending fuel to jump into a sector faster. Jumping to a nebula slows them down to a normal jump. I'm not sure what causes it and I haven't seen anything else during my searching from someone else having the same problem. It makes the game almost impossible to play because there isn't enough time to properly search a sector without the rebels catching up too quickly. Has anyone else seen this bug?

FYI I have the captain's edition with all the extra resources installed, but I'm not using endless loot or infinite space, or and other random mods.
Last edited by Knightraven257 on Fri Aug 15, 2014 10:19 pm, edited 1 time in total.
Russian Rockman
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby Russian Rockman » Fri Aug 15, 2014 10:15 pm

Sleeper Service wrote:Yeah the descriptions seem a little bugged on that stuff. The cooldown reduction actually works like one would expect, leading to a five second cooldown I think.


Are you sure about that? :roll: Because before AE a level 4 teleporter would actually be an INSTANT cooldown. ;)
Is it possible to give that level a description in the misc.xml file?

Also, if you haven't already I think you should give the backup battery a 3rd level.

And for anyone who doesn't know...
-Battery level 3+ works fine, it gives 2 extra power per level. (But may cause a crash when entering an ion storm)
-Shields, weapons, and drones all work as you would expect at level 8+.
-Cloaking level 4+ works as you would expect, it gives +5 seconds of cloak for each level, and it is possible to make custom graphics for these levels
-Oxygen and Medbay level 4+ work as you would expect, but they are pretty redundant since they work pretty fast at level 3 already.

-Teleporter level 4+ gives an instant cooldown
-Clone Bay level 4+ also gives an"instant cooldown and restores 2147483647 (maximum int value) health per jump. ;)
-Mind Control level 4+ does absolutely nothing :(
-Hacking level 4 makes hacks last 0 seconds, but hacking level 5 makes hacks last for about 2 minutes. :? :twisted:
-Artillery level 4 makes the cooldown time even lower, level 5 makes the cooldown time instant, but you must continually toggle it between level 5 & 6 or the weapon wont fire

-Engines past level 8 will give 0 evasion
-The other subsystems besides the backup battery do not do anything past level 4+
However!, it is possible to add a level 4 to these systems and they will act as they would if manned at level 3, meaning they do not have to be manned anymore.

Hope you found all that interesting.
Last edited by Russian Rockman on Sat Aug 16, 2014 6:00 am, edited 1 time in total.
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Sleeper Service
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby Sleeper Service » Fri Aug 15, 2014 10:21 pm

Knightraven257 wrote:I'm having a problem where the rebels will continuously jump double the distance of a normal jump throughout the entire game. Jumping to nebulas slows them down to a normal jump. I'm not sure what causes it and I haven't seen anything else during my searching from someone else having the same problem. It makes the game almost impossible to play because there isn't enough time to properly search a sector without the rebels catching up too quickly. Has anyone else seen this bug?


Are you playing the current version? Cause the only cause for this I can imagine is related to hayperspace events on game start and those don't exist anymore. In any way, going back to the hangar to start your next game should fix that.

I took the "emergency fuel" option and now the fleet gets double jumps all the time.
This will happen if you hit restart after taking that option. For some odd reason, the added fleet pursuit carries over to the new game. Going back to the hangar and restarting the run from there will fix this problem.
Knightraven257
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Postby Knightraven257 » Fri Aug 15, 2014 10:28 pm

Knightraven257 wrote:I'm having a problem where the rebels will continuously jump double the distance of a normal jump throughout the entire game, even after expending fuel to jump into a sector faster. Jumping to a nebula slows them down to a normal jump. I'm not sure what causes it and I haven't seen anything else during my searching from someone else having the same problem. It makes the game almost impossible to play because there isn't enough time to properly search a sector without the rebels catching up too quickly. Has anyone else seen this bug?

FYI I have the captain's edition with all the extra resources installed, but I'm not using endless loot or infinite space, or and other random mods.


Well, I just saw the known issue on the main page. Missed it the first few times I looked over the issues for some reason. Guess I know what causes it now.

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