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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Stormbringer
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby Stormbringer » Tue Jan 08, 2019 9:51 am

ahmedoo wrote:Thanks for the reply. I am only concerned by the fact that when we have three big overhaul mods, you need to choose one of them. They are not compatible with each other. I am devoted fan of CE, but when you finish PrCo I will try it for sure. Maybe if you add prefix randomizer? When do you plan to release some kind of full version. This year?

I started working on CE Socializing part. I did small overall tweaks for crew listing and human events. I expanded few existing ones. When I do this for each race then I will publish it and start doing additions. That is what I can do.

I miss better interface for CE, more overall events, some new hazards (?), new enemies. But I suppose CE will be in this state long after your release :(

Yeah, I talked to bamalf about merging or adding more stuff to Arsenal, but he has its own vision of the mod.

Good luck with your project.


thanks- our full version is miles away. we're currently shifting into gear for one of our biggest undertakings yet, however. we're aiming to have betas released around this year, instead of the alpha versions we've been working with as of late.
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killin' slugs and beating Rebels since 2014, modding the game since 2016
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KingdomKrafters
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby KingdomKrafters » Wed Jan 09, 2019 12:04 am

A.K.A the super top secret project "P.O.O.T.I.S.", also also known as Processing Our Overwhelmingly Trashy Irreparable Stuff.

As for merging, the problem with such is that many of these overhauls are too different to merge. PC has an entirely different story, ARS+ has so many new factions it takes forever to learn them all, ect. In fact, CE is probably the tamest of all of these.
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kronasamu
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby kronasamu » Tue Feb 19, 2019 3:32 pm

I'm having an issue where FTL CE freezes and then crashes after click a dialogue option. I'm running CE infinite w. the infinite weapons mod.

https://i.imgur.com/JOhNoU9.jpg
Freezes after I hit continue. This is the first time I have encountered this hazard, so im guessing thats what the issue comes from
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KingdomKrafters
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby KingdomKrafters » Fri Feb 22, 2019 12:24 am

uuuuuuuuuuuuhhhhhhh what? Was that response a joke, spam, an advertisement, or like an accidental miss-post? Cause I'm pretty sure that doesn't belong here... :?:
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Aragorn
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby Aragorn » Tue Mar 12, 2019 8:07 pm

WHERE do I download it.

NOT MEDIA FIRE
SzaraKryik
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby SzaraKryik » Thu Mar 14, 2019 12:35 am

Bug Report:
Using the latest versions, and using these mods in this loading order

Code: Select all

Better Planets and Backgrounds
CE Resource Pack
FTL Captain's Edition
CE BPaB Compatibility Patch
CE Infinite Addon
EL Texture Pack
CE Endless Loot Addon for CE Infinite
CE Non-EL Enemy Loadouts Addon

And with Advanced Edition content enabled,

The Simo-H (Nesasio C configuration) has a Subst. Adaptive Focus Beam I which is broken. It can not target anything, and mousing over it when in space (not in cargo or the hanger), shows the following error in the tooltip

Code: Select all

Could not find: type_beam_chain



Attempted solution: Reinstall mods. Did nothing.


Edit:
This seems to happen for any Adaptive Focus Beam 1
After trawling through the data files, and reverting to 1.6.7 as well, I can't seem to find any rhyme or reason. type_beam_chain doesn't even appear anywhere in the patched ftl.dat as far as I can tell, so why it is showing up there is beyond me, unless the game generates the 'type' based off the base weapon type, beam, and there's no such thing as a beam chain. Or whatever. I don't know.
JerC
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby JerC » Thu Apr 25, 2019 7:57 pm

Stealth drone doesn't even dodge anti drones anymore..
chaincat
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby chaincat » Fri Apr 26, 2019 7:51 am

I have to say, for as great as this mod is and how much I love the changes, the early difficulty is simply ludicrous. This isn't a matter of me using suboptimal strategies, this is a matter of enemy ships simply having too much in early sectors, and oversaturation of content makes it very difficult for the player to keep up realistically. Drones that ignore shields and cause hull breeches are fine. 3 damage missiles are fine. Defense Drone 2s are fine. Scatter lasers are fine. Everything in this mod is fine on its own, and later on is fine combined. However, the AI should not have everything I specifically mentioned by name all at once with a mantis boarding crew and 2 layers of shields in sector 1, even in hard mode. I'm playing on endless if it matters, but after chilling in sector 1 level areas for a while and never finding weapons that deal damage only to suddenly be jumped by an auto scout with a flak, a scatter gun, and a burst laser 2 with a defense 2, an anti crew drone and an assault drone, and it turned my engines off before the fight even begins, I don't feel like I did anything wrong, or that I could have done anything different. I'm just arbitrarily killed for no reason. This is not something that happens in vanilla ftl, not in sector 1 at least, and if more work ever goes back into this mod, I hope this changes.

Also the loading screen is messed up. The load bars is off-center by like an inch from the bar it's supposed to be filling.

EDIT: To clarify, I don't mean to say sector one should be super easy, but please limit how much a sector 1 ship can have. They shouldn't have effectively 5 guns firing on me with 2 shields before I get more than whatever I started with. Either limit them to 2 shields or make it so they have a combined limit of 3 guns and drones or something.
Zehir
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Bug : "x is now an ennemy" on FTL restart in combat

Postby Zehir » Sat May 18, 2019 8:07 pm

I had found a ship to train my crew, then saved + quit,
and on FTL restart I got a message saying a crewman is now an ennemy and the fleet pursuit doubled for 1 jump.
Mantis B
Better Planets and Backgrounds_v1.3.1
CE Resource Pack 1.308
FTL Captains Edition 1.308
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.301
Extended Pursuit Indicator x24 with numbers v.1.3

Saved game files : https://1drv.ms/u/s!AjNraHxvt6f5yW7JgaJfIfge2Ki7
https://imgur.com/Z5qUkP3
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Last edited by Zehir on Sun May 19, 2019 5:32 am, edited 3 times in total.
TeamEXAngus
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Re: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Postby TeamEXAngus » Sat May 18, 2019 11:47 pm

Hey Sleeper,
I've just been wondering what the drones that didn't work as intended (sad drones) and why they didn't work? Some of them look pretty cool!
Also, what is the red bomb listed under "special gear"? I don't think I've encountered it like the other three.
Thanks!

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