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

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StrikerElite007
Posts: 1
Joined: Thu Jan 02, 2014 8:01 pm

Re: FTL Captain's Edition 1.084

Post by StrikerElite007 »

Hi, i was wondering if someone could help me?
I love this mod. It's the best mod I've ever seen.
But I don't know why, but I have a game breaking bug occur when I fall behind enemy lines.
It's hard to describe what it looks like, but I will post a screenshot below.
This could just be a bug with a corrupt game file, but It persists every single time I go into the Rebel search area.
Any help is greatly appreciated.
(NOTE: The game crashes after trying to jump to the next beacon.)
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

This is load-order related. You probably are using the better planets and backgrounds mod, right? This one has to be loaded before captains edition to work properly (also mentioned in the OP).
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Working on a sci-fi deckbuilder nowadays.
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: FTL Captain's Edition 1.084

Post by Knightmarez »

I was making a mod where the player ships used CE weapons. Ever since i started using 1.084 all non-ce weapons are bugged. what happened? were they effected? 1.083 was caushing crashes....could we get an update on what happened? my mod used to work fine before, now alot of the weapons have the model for a basic laser, but no stats or txt, and its bugged when starting the game, big green vertical lines.

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

Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

That means the used weapon IDs do not exist. Probably load order related. CEs weapon IDs did not change and the crashes had nothing to do with weapons as far as I can tell.
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Working on a sci-fi deckbuilder nowadays.
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blipadouzi
Posts: 9
Joined: Wed Jan 01, 2014 6:00 am

Re: FTL Captain's Edition 1.084

Post by blipadouzi »

I've been playing around with this mod since this morning and have been thoroughly loving it, keep up the great work.

I have a question about some of the files in the .ftl file. Several, if not most of the files are duplicated. For example there is a blueprints.xml.append and a blueprints.xml.append~

Are these duplicate files important and or necessary? I ask because I'd like to delete them from the ZIP file to try to save on some space

Secondly, there's a minor improvement I like to add to the game that requires adding lines to the START_BEACON, and rather than making my own .ftl file, I usually just manually make the changes to the mods I am loading. So, would I have to make the change to the .append file, the .append~ file, or both?


Thanks in advance for your help.
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

The ~files are backups my OS creates. They serve no purpose outside of Linux, where they basically just take up space and can be deleted safely.

So, you just have to make your personal changes to the regular append file, the ~version will not effect anything ingame at all.

Glad you like the mod. Enjoy your CE then. :)
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Lunar
Posts: 6
Joined: Tue Dec 31, 2013 6:47 pm

Re: FTL Captain's Edition 1.084

Post by Lunar »

I Think I'm starting to get the hang of the engi ship in this mod. I actually got quite far with it, and on that run I ran into 2 quarantine sectors (not sure if they are introduced this update or not), but because of the nano medi-bot augment, I was able to milk a ton of money and stuff from them, and I got 2 zoltan along the way. Unfortunately I wasted the money on a teleporter that I never really used, and lost at around sector 6 or 7 from a rock ship with tri rocket launcher. The 7 mantis boarding party hit me pretty hard too lol.


Oh, and how do I target shields on some of the zoltan stations? There are occasionally those zoltan shield stations where the shield symbol is in between 4 empty rooms.
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Sleeper Service
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Re: FTL Captain's Edition 1.084

Post by Sleeper Service »

That's a feature. Some enemies have encased systems that can not be damaged.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.084

Post by Mr. Mister »

That makes me think, you should consider giving stations and satellites encased cockpit. Currently, taking out either the cockpit or the engines makes them stop their self-destruct sequence, making it a bit too easy, since they have lv1 engines and cockpits are never over lv3. If the cockpit is necased (nothing too crazy for those structures), then it's a single room you gotta target, making it less likely that their FTL charge is delayed by the time they initiate the sequence.


Those cruisers with encased weapons or shields are worse than space dinosaurs too. I approve of them.
rhaining
Posts: 85
Joined: Fri Jan 18, 2013 12:13 am

Re: FTL Captain's Edition 1.084

Post by rhaining »

StrikerElite007, are you playing on a Mac with the Better Planets and Backgrounds mod installed? If so, this may be related to the nebula texture bug. I know you're not looking at nebulas in that scene, but BP&B has a bug with nebula textures that only seems to show up on a Mac. IIRC you can work around the problem by turning off nebula animations, but the better fix is to look for the nebula original resolution patch mod also by sanmonku, and put this mod immediately after BP&B in your mod order, and that might fix the problem. If you're using sanmonku's Better Asteroids mod, that might have a similar problem but it's so minor I just ignore it (and I put my mod order as BP&B, then BA, then the BP&B nebula original resolution patch, and it works fine for me).
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