FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
JonasTheRoman
Posts: 34
Joined: Tue Oct 01, 2013 4:41 pm

Re: FTL Captain's Edition 1.062f

Postby JonasTheRoman » Sun Oct 20, 2013 2:00 pm

How does this nice mod behave with Steam, especially the cloud?
Should I disable the cloud service to prevent my progress being deleted and make a backup of my saves?
Or does the mod not change my vanilla progress etc.?
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R4V3-0N
Posts: 1291
Joined: Sun Oct 06, 2013 11:44 am

Re: FTL Captain's Edition 1.062f

Postby R4V3-0N » Sun Oct 20, 2013 2:45 pm

It works fine on Steam (no mods should behave differently on a different version of the game (version right word?))
It does not change vanilla progress, how ever more progress will be added.
R4V3-0N, a dreamer.
JonasTheRoman
Posts: 34
Joined: Tue Oct 01, 2013 4:41 pm

Re: FTL Captain's Edition 1.062f

Postby JonasTheRoman » Sun Oct 20, 2013 2:58 pm

R4V3-0N wrote:It works fine on Steam (no mods should behave differently on a different version of the game (version right word?))
It does not change vanilla progress, how ever more progress will be added.


Thank you. :)
I think version is the right term. :D
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R4V3-0N
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Re: FTL Captain's Edition 1.062f

Postby R4V3-0N » Sun Oct 20, 2013 3:17 pm

You're welcome.

If you add a ship mod by the way, it will change the image on the score board of the ship, for example...

If you changed the kestrel into the Rebel Flagship then you check the score board, it will look like flagships, not kestrels. but your score still remains okay and everything.

Just wanted to tell you that as well.

You seem new :)
R4V3-0N, a dreamer.
JonasTheRoman
Posts: 34
Joined: Tue Oct 01, 2013 4:41 pm

Re: FTL Captain's Edition 1.062f

Postby JonasTheRoman » Sun Oct 20, 2013 4:22 pm

R4V3-0N wrote:You're welcome.

If you add a ship mod by the way, it will change the image on the score board of the ship, for example...

If you changed the kestrel into the Rebel Flagship then you check the score board, it will look like flagships, not kestrels. but your score still remains okay and everything.

Just wanted to tell you that as well.

You seem new :)


Yeah, played now like 33h of this amazing game. Finished it 4 times I think (on easy).
But I used no mechanic-changing mods until now. Will first "finish" the vanilla game. :D
Torchwood202
Posts: 132
Joined: Sun Sep 30, 2012 4:10 pm

Re: FTL Captain's Edition 1.062f

Postby Torchwood202 » Sun Oct 20, 2013 9:03 pm

Not here to criticize, but I have a opinion on the empty beacon Augmentation thingy. I experience a lot of empty beacons in my playthroughs and I don't seem to ever find the augs FOR those beacons in shops... Perhaps you should decrease the rarity of them?
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R4V3-0N
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Joined: Sun Oct 06, 2013 11:44 am

Re: FTL Captain's Edition 1.062f

Postby R4V3-0N » Sun Oct 20, 2013 11:55 pm

Funny, in the last few games I ran into literally all of those type of augments and I even saw a couple twice.

Maybe it's just FTL being FTL? you know, random? hard? dreamcrusher?
R4V3-0N, a dreamer.
PaladinGreco
Posts: 46
Joined: Mon Oct 07, 2013 6:56 pm

Re: FTL Captain's Edition 1.062f

Postby PaladinGreco » Mon Oct 21, 2013 12:32 am

I can definitely vouch for the above. FTL likes to tease me by setting a trend for days at a time, just long enough for me to think I'm seeing a pattern in how the game works, and then of course it does a 180 and invalidates everything I've written down, or worse, posted about.

Feisty little imp, this game is. =P
ClockALock
Posts: 51
Joined: Mon Jul 22, 2013 11:14 pm

Re: FTL Captain's Edition 1.062f

Postby ClockALock » Mon Oct 21, 2013 1:55 am

And that's why we love it.
Mr. Mister
Posts: 494
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.062f

Postby Mr. Mister » Mon Oct 21, 2013 9:09 am

'Sup. Great mod you got here, makes it more interesting.

Anyway, just one thing for now: Empty Beacon Augs don't work in previously-visited empty(ed) beacons, as you don't get any text window at all when jumping to one of'em. Maybe worth mentioning on the OP. Which now makes me think: do they work in uneventful no-fuel waits?