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

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Sleeper Service
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Re: FTL Captain's Edition 1.062f

Post by Sleeper Service »

Uuh yeah, a lot of things in the texts don't make sense when playing a crew less ship. Just like vanilla, CE isn't exactly designed for that concept...
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Mr. Mister
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Re: FTL Captain's Edition 1.062f

Post by Mr. Mister »

While we're at it: is there any point to the blue human conversations on empty beacons, or are they just a mean to enabling the presence of the rest aug choices? Because I doubt there's a hidden "crew morale" variable.

This makes me think though: could you use Anti-Personal Drones as a blue choice to avoid mutinies?
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R4V3-0N
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Re: FTL Captain's Edition 1.062f

Post by R4V3-0N »

Yea, It's for the augments and 'other' stuff.

It also helps to unlock the Federation Cruiser B.
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Mr. Mister
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Re: FTL Captain's Edition 1.062f

Post by Mr. Mister »

Is it possible that you left themLaser Defense Drone Mk.I descriptions as the vanilla ones? I'm surprised to see that you don't specfify its reload time as with the others, specially when it's the only advantage (I believe) against the Light Laser Defense Drone.
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Re: FTL Captain's Edition 1.062f

Post by Sleeper Service »

Mr. Mister wrote: While we're at it: is there any point to the blue human conversations on empty beacons, or are they just a mean to enabling the presence of the rest aug choices? Because I doubt there's a hidden "crew morale" variable.


The human conversation started as a kind of a joke on the fact that humans are boring and have not a single blue option (which will remain like that in CE, humans are supposed to have nothing special). That was not connected to any other blue options at the empty beacons. The conversations got extended later. I was even briefly thinking about creating a CE_SOCIAL component that allows you to converse with any crew member with changing texts for some sectors and possible rewards. But I'm not convinced FTL really needs something like that... also once again this is something that involves a lot of work. And its really kind of silly. It also would lead to incoherency when you engage in piracy with most ships.
There would be no real crew moral value involved. But often conversing with your crew would increase the chance of positive outcomes.

I agree that Zoltan could use some more blue options. I guess their ability can be considered quite valuable, so maybe they did not get so many blue options to balance that out?
Mr. Mister wrote:Is it possible that you left themLaser Defense Drone Mk.I descriptions as the vanilla ones? I'm surprised to see that you don't specfify its reload time as with the others, specially when it's the only advantage (I believe) against the Light Laser Defense Drone.
Uh yeah, that would make sense I guess. Thanks for the heads up. (Another advantage is that the laser drones give you fancy UI prompts when they intercept stuff hehe :roll: )
Mr. Mister wrote:This makes me think though: could you use Anti-Personal Drones as a blue choice to avoid mutinies?
Maybe you should try. ;)
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Mr. Mister
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Re: FTL Captain's Edition 1.062f

Post by Mr. Mister »

More Bug Reports: After using the blue option " (I think Pilot) Try to manuever into a less dense part of the asteroid field" for a pirate event in a Hazard Sector, asteroid field outside of nebula, the text window said that despite my effrortws the pirate caught up to me before I could leave the asteroid field. And while I did remain in the asteroid field, the pirate ship turned up to be neutral, there was no battle.
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Re: FTL Captain's Edition 1.063

Post by Sleeper Service »

Version 1.063 fixes more things in the core mod. Thanks for all your reports once more.

1.063
-KartoFlanes Engi-pirate hulls added
-Pirate list reworked to make some ships more unique to their respective faction
-Bio Beam II uses correct contact graphic now
-AI avatar rarity significantly increased
-Some blue options for AI avatars added
-Some augment costs readjusted
-Auto-Turrent and Auto Drone-Harbor starting power decreased
-Repair Burst tooltip corrected
-Slug infiltrator weapon mount mirrored
-Blue options for shuttle event added
-Dual Laser Mark II rarity increased
-Auto ships will sometimes try to self-destruct
-Light Missile Drones attack speed decreased
-Some more typos corrected
-CE People Modified Addon 1.0 (DIY mix and match) released
-Crew laser projectiles customized, in order to make vanilla crew projectiles coherent with addon crew skins



There is also a litte stand alone addon now that lets you change crew skins:
CE People Modified Addon 1.0 (DIY mix and match)

The addon let's you put together a custom mod file that changes how certain crew and internal drones look ingame. You can choose from various new crew variants. Every faction has at last two new skins available. Among others, ships can be crewed with more diverse human crew in different uniforms, military AP drones, colourful Slugs, more intensely glowing Zoltan, rusty Engi, sandstone Rockmen and dark xenomorph Mantis. The new crew skins also fire new, custom blaster-projectiles in combat.


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some of the new crew skins that come with the addon


But don't expect too much. The changes made are pretty simple, mostly just involving recolouring parts of the crew sheet. Crew abilities are unaffected. The new skins replace the vanilla ones, so crew member of one faction on board your ship or on enemy ships will still look alike.

Installing the addon is a little more complex than usual, but if you follow the instructions in the readme you should be just fine. Post here if there are any problems.

Code: Select all

CE People Modified Addon Readme



Welcome captain!

What do we have here?
CE People Modified Addon lets you change how FTLs crew looks, by letting you choose from a few new appearances  for each faction. The new skins replace vanilla skins. The Addon can not remove the general limitation that all enemy or player crew looks the same. It also let's you decide yourself which skins will appear in the game. The mod is more like a toolbox for crew skins. It is not a ready to use mod. You will have to choose the crew skins you want by yourself and create a mod file with them. The following steps will explain how to do that.


How to use this Addon

1. Get an overview of the folders

Next to this readme there are two folders:

Crew Variants - This contains sub folders with all the various crew appearances that you can choose from. The sub folders contain modified crew sheets. You can open the sheets with an image viewer program to see how the crew will look. The sheets with _player_ in them will change the players crew/AP drone. The (usual single) sheet with _enemy_ in it will change the enemy crew/AP drone. Sometimes there are also other sheets that do some more stuff, like the lights for the AP drone and (spoiler incoming) the effect sheet for the crystal burst ability.

img/people - This is where you have to put the crew sheets that you will choose now

2. Choose your crew sheets
Copy the crew sheets that you want from the Crew Variants sub-folders into the img/people sub-folder. Only the crew that has files in /people will be changed in-game. Crew with no sheets will retain it's vanilla look.

If you want to modify player crew, alway copy all the _player_ sheets from one sub-folder. The game needs all of them to display the player crew correctly.

Only one new set crew sheet can be used at the same time, but you can separately modify enemy or player crew by only copying their respective sheets. This way you can also change human female and male crew separately.

Example: Copy the one _enemy_ sheet from the "steel blue Engi" folder and all the _player_ sheets from the "rusty Engi" folder. Play the Torus. Your captain will look like it is as run down as his ship, but enemy Engi will be in pristine steel condition.

3. Create an FTL file
Compress the img with the /people folder and the chosen crew sheets inside into zip formate. You need a program like winrar for this. Name the compressed file to your liking. 

Now rename the ".zip" ending into ".ftl". (In windows you might have to change something in the file properties to be allowed to do that. The hell I know, everything is easier in Linux...)

4. Patch the file in
Now you can patch in your newly created .ftl file with your favorite mod manager, just as usual. The file has to be loaded after the FTL Captain`s Edition main file. Adjust the mod order accordingly.

5. Remix crew appearance
If you want different crew appearance, you can go back to step 2 and add/remove/replace different sheets from the Crew Variants folder. Then proceed through step four and five as before.


FAQ and Troubleshooting

How fancy are the new crew skins?
-Not too fancy. They are mostly simple recolorings. Nothing has changed at the actual look of crew in terms of body structure and stuff. Some new skins have glow added. All crew projectiles have been changed to be more varied and less pixely. Some more variants might be added in the future.

Why does my self created .ftl file not show up in the mod manager?
If the file does not show up in the manager, you might have made a mistake during compressing, like compressing the file into a wrong formate, or renaming the ending incorrectly.

The skins don't show up ingame. Help!
If patching the mod works, but the variants don't show up ingame, then you might have copied the sheets into an incorrect folder or compressed the wrong folder altogether.
If the mod is loaded before CE's main file it will also not work. Readjust the mod order and patch again.

My crew changes appearance when I click on it. Why?
-You did not copy all the _player_ sheets.

Something is still not working correctly. This is so disappointing.
-If this readme and troubleshooting did not help you out, then please post your bug report in the Captains Edition thread in the FTL forum.
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=15663

Why are there no modified _enemy_ sheets for humans?
-Because of reasons. I'm pretty sure there are some wack people out there that would like to travel the galaxy murdering only black dudes. This people can figure out how to get the game to do that by themselves. Further, the Rebels seem to recruit only white males. Not clear if that is supposed to point out that they are the fascist here but their crest looks definitely whack. For further inquiries about racism in FTL check out:
http://www.youtube.com/playlist?list=PL0sH_FZ07FYNKZ9v1MJqQFxBHb4VSsk3B
For further inquiries about racism in general check out:
http://yoisthisracist.com/




Enjoy!
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PaladinGreco
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Re: FTL Captain's Edition 1.063

Post by PaladinGreco »

The file calls itself 1.062f still.

EDIT: And the RNG laughs at your attempt to make Dual Laser MK2's more rare... It gave me one as the very first weapon I found in the game. I swear, this game... XD

EDIT2: The file calls itself that because that's what it is. Just had 3 shuttle events with no blue text options, and we're talking the Red Tail here in sector 5 and 6 with one of each crew type, level 3 sensors, a teleporter, and an Ion Drone.

Also, there are still some enemies that the hacker/effector augs don't work on (auto-scouts acting as sentinels for stations in federation civilian sectors, and some mantis ships in mantis sectors), too.

Also, this isn;t a bug, but a funny thing that just happened to occur in this playthrough: every red sector I saw was a mantis sector. That was... interesting. The Chinese sense of interesting. 4 mantis sectors in a row, man. :'D
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Sleeper Service
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Re: FTL Captain's Edition 1.063

Post by Sleeper Service »

Ooops :oops: The download link should be fixed now. The report of yours was worked in as well.
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Re: FTL Captain's Edition 1.063

Post by Mr. Mister »

Oooops, I gave you too hard of a time with my complaints about the Vortex and the bounty hunters: I just realised it was sMPK that features the crewless Vortex, so I guess you didn't have to bother with that.

EDIT: Regardless, I just thought of a way to "fix" it: blue option of "send them an AP drone". Have the reward be less than what it would be if you had an hologram blue choice though.

FURTHER EDIT: Something to add to the list of thing that would make sense but can't be done without the "Blank Aug" heavy workaround: having blue options for trade goods outside of shops (like the pharmaceuticals on the colony quarantine).
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