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

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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.067

Post by Sleeper Service »

The Captain wrote:Re: Ion Field option text error

I was having a kinda crappy run, having trouble finding better weapons, when I found a store with an Ion Field, which really, really helped. Then two separate times, I ran into blue options that began "(Radiation Projector) Activate the ion field projector to weaken enemy shields," rather than with the expected "(Ion Field) ...."
Yep, that actually happens with several of the combat augments (only noticed it lately). Already working on fixing that. ;)
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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Sleeper Service
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Re: FTL Captain's Edition 1.068

Post by Sleeper Service »

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Version 1.068 is out. Please note that the new boss features are experimental. Maybe someone can confirm if they are actually take effect.


1.068
-The Rebel Flagship now targets the player with customized artillery strikes in phase II and III (experimental)
-Phase III of the boss-fight has a chance to take place within a hazard zone (no storm or minefield though)
-Combat aug choices of the flagship fight slightly customized
-Rebel fleet background from the Rebel sector PDS event removed
-Internal Effector can now also target artillery systems
-Enemy weapon and drone systems are much better protected against hacking attempts than other systems now
-Internal Effector can no longer hack systems that are already affected by other combat augs
-Price of the Internal Effector and the Radiation Projector increased
-Advanced Proximity Navigation price decreased
-Anti-Ship Ion Drone Mark I and Heavy Ion Drone now need one less power to run
-Enemy versions of the Hull Ripper Drone Mark I and Mark II are no longer available to the player
-Old lasers are no longer available as loot or in shops
-All swarm missile projectiles are animated now, missiles behave less static during flight
-Custom impact graphic for light lasers added
-Blue option for the artillery beam added
-Several small fixes
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Working on a sci-fi deckbuilder nowadays.
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BrenTenkage
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Re: FTL Captain's Edition 1.068

Post by BrenTenkage »

darn didn't know about the update, ugh, While recording you went and updated the pack LOL
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
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BrenTenkage
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Re: FTL Captain's Edition 1.068

Post by BrenTenkage »

http://www.youtube.com/watch?v=4TfTRD7F ... e=youtu.be

MY ONE YEAR ANNIVERSARY VIDEO!!!!!!
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
Mr. Mister
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Re: FTL Captain's Edition 1.068

Post by Mr. Mister »

I'm curious how the Flag Ship battle would be in an Ion Storm... sure she's got enough power to run everything at once, but I wonder how the AI would handle half the power.
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R4V3-0N
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Re: FTL Captain's Edition 1.068

Post by R4V3-0N »

I think rebel cruisers near by the Flagship would engage you, if not in stage 1, it would most likely stage 2 and 3.

Because I don't think they will just stand by and see you take out there greatest strength yet weakness to the fleet.

You would think the flagship would try and send a message for help to the rest of the fleet right?
R4V3-0N, a dreamer.
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Sleeper Service
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Re: FTL Captain's Edition 1.068

Post by Sleeper Service »

R4V3-0N wrote:I think rebel cruisers near by the Flagship would engage you, if not in stage 1, it would most likely stage 2 and 3.
That is currently included. There is just no confirmation that this actually works yet. Fight I hazard zones will have the flagship loose it's backup.
Mr. Mister wrote:I'm curious how the Flag Ship battle would be in an Ion Storm... sure she's got enough power to run everything at once, but I wonder how the AI would handle half the power.
The flagship has a lot of spare power, so it would do pretty good... But that could be removed, so maybe the storm could be added. I'm not so sure how it would distribute the power and if it would still power up all it's weapons, which would weaken it a lot.
BrenTenkage wrote:http://www.youtube.com/watch?v=4TfTRD7F ... e=youtu.be

MY ONE YEAR ANNIVERSARY VIDEO!!!!!!
I guess I should feel "honoured" then? Well, I surely don't. Judging by your other videos I think you are a pretty sexist persons and that sucks.

For a much nicer Let's play you can all check out Blue Ankylos channel. He has a positive attitude and does not defend globally prevalent forms of discrimination in his free time.
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Mr. Mister
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Re: FTL Captain's Edition 1.068

Post by Mr. Mister »

Sleeper Service wrote:The flagship has a lot of spare power, so it would do pretty good... But that could be removed, so maybe the storm could be added. I'm not so sure how it would distribute the power and if it would still power up all it's weapons, which would weaken it a lot.
I do wonder indeed. Since there's no reason not to, maybe you should cut out all its spare power. This will also mean that if you use a combat aug on it on an ion storm, it'll be able to redirect more power to the other systems.

I suppose it changes zone type mid-event so the hazard wouldn't be displayed by secotr scans/Long range scanners, right? Shame, because intentionally engaging it in an asteroid belt can be a way to win if the RNG only gave you ion weapons.

EDIT: You remember that distress event about civilians being repeteadly attacked by pirates from a nearby stronghold, and you can offer to charge against their base or stay and help them defend from the next attack (or ignore them)?

It would be nice if you specified that the stronghold is in an asteroid field (it always is), either in the pre-choice text, or in the choice line itself. In case you're with a shield-less ship.

Further EDIT: Taking a drink at the canteen, "...while you BROWS through an old...". Should be "browse".
PaladinGreco
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Re: FTL Captain's Edition 1.068

Post by PaladinGreco »

1.068 fails to patch properly with Slipstream Mod Manager. Restoring FTL to vanilla, deleting the mod manager, deleting the mods, and downloading fresh versions does not fix the issue. For your convenience:
Slipstream File Validation wrote:Results

@ ExpandedEnemyWindow_1.1.ftl:
----------------------------

~ This mod doesn't append. It clobbers.

@ Better Planets and Backgrounds_v1.3.1.ftl:
------------------------------------------

~ This mod doesn't append. It clobbers.

@ FTL Captain's Edition 1.068.ftl:
--------------------------------

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

> data/blueprints.xml.append
~ LF line endings (CR-LF is safest)

> data/events.xml.append
~ LF line endings (CR-LF is safest)

> data/events_boss.xml.append
~ LF line endings (CR-LF is safest)

> data/events_crystal.xml.append
~ LF line endings (CR-LF is safest)

> data/events_engi.xml.append
~ LF line endings (CR-LF is safest)

> data/events_fuel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_imageList.xml.append
~ LF line endings (CR-LF is safest)

> data/events_mantis.xml.append
~ LF line endings (CR-LF is safest)

> data/events_nebula.xml.append
~ LF line endings (CR-LF is safest)

> data/events_pirate.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rebel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rock.xml.append
~ LF line endings (CR-LF is safest)

> data/events_ships.xml.append
~ LF line endings (CR-LF is safest)

> data/events_slug.xml.append
~ LF line endings (CR-LF is safest)

> data/events_zoltan.xml.append
~ LF line endings (CR-LF is safest)

> data/newEvents.xml.append
~ LF line endings (CR-LF is safest)

> data/sector_data.xml.append
~ LF line endings (CR-LF is safest)

> data/sounds.xml.append
~ LF line endings (CR-LF is safest)

> img/effects/.DS_Store
! Junk file
! An error occurred. See log for details.


FTL itself can tolerate lots of XML typos and still run. But malformed XML may break tools that do proper parsing, and it hinders the development of new tools.

Since v1.2, Slipstream will try to parse XML while patching: first strictly, then failing over to a sloppy parser. The sloppy parser will tolerate similar errors, at the risk of unforseen behavior, so satisfying the strict parser is advised.
Slipstream Log Dump wrote:11:34:26.596 [AWT-EventQueue-0] INFO net.vhati.modmanager.ui.ManagerFrame -
11:34:26.596 [AWT-EventQueue-0] INFO net.vhati.modmanager.ui.ManagerFrame - Patching...
11:34:26.596 [AWT-EventQueue-0] INFO net.vhati.modmanager.ui.ManagerFrame -
11:34:26.596 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "data.dat"...
11:34:26.678 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "resource.dat"...
11:34:27.599 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread -
11:34:27.606 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread - Installing mod: ExpandedEnemyWindow_1.1.ftl
11:34:27.702 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread -
11:34:27.702 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread - Installing mod: Better Planets and Backgrounds_v1.3.1.ftl
11:34:29.220 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread -
11:34:29.220 [Thread-8] INFO net.vhati.modmanager.core.ModPatchThread - Installing mod: FTL Captain's Edition 1.068.ftl
11:34:32.524 [Thread-8] ERROR net.vhati.modmanager.core.ModPatchThread - Patching failed. java.io.EOFException: Unexpected end of ZLIB input stream
at java.util.zip.InflaterInputStream.fill(Unknown Source)
at java.util.zip.InflaterInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.io.FilterInputStream.read(Unknown Source)
at net.vhati.ftldat.FTLDat$FTLPack.add(FTLDat.java:723)
at net.vhati.modmanager.core.ModPatchThread.patch(ModPatchThread.java:293)
at net.vhati.modmanager.core.ModPatchThread.run(ModPatchThread.java:88)

11:35:50.194 [AWT-EventQueue-0] ERROR net.vhati.modmanager.core.ModUtilities - Error while validating mod: FTL Captain's Edition 1.068.ftl java.io.EOFException: Unexpected end of ZLIB input stream
at java.util.zip.InflaterInputStream.fill(Unknown Source)
at java.util.zip.InflaterInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
at net.vhati.modmanager.core.ModUtilities.validateModFile(ModUtilities.java:544)
at net.vhati.modmanager.ui.ManagerFrame.actionPerformed(ManagerFrame.java:739)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
The mod manager is intelligent enough to load the other mods before CE, but that doesn't stop it from exploding. Just thought you should know.
Last edited by PaladinGreco on Fri Nov 22, 2013 4:56 pm, edited 1 time in total.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: FTL Captain's Edition 1.068

Post by dalolorn »

Paladin, have you tried deleting the file in the last line of the validation? I'm hardly an expert, but a "junk file" would be a nuisance at the very least - and judging by the fact that Slipstream pointed it out with a ! prefix instead of a ~ prefix, as well as the fact that the very next line said there was an error (and had the same prefix), it's much more than a nuisance.
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