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

Distribute and discuss mods that are functional. Moderator - Grognak
Post Reply
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Russian Rockman »

Russian Rockman wrote: So it seems like "something" between version 1.2.1 and 1.3.1 is the culprit. With that information do you have any idea what the problem could be?
Nope. Maybe ask its creator? I never had any problems with it so I never looked at it more closely. I did not notice anything special about it other that it does not append.[/quote]

Thanks, will do. At least now the few people having problems with BPAB you can recommend to just use v 1.2.1 instead of v. 1.3.1.
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Sleeper Service »

Russian Rockman wrote:So no Hubble Backgrounds, but at least I got something to work.
I especially like the planets that 1.3.1 added. Well, you going to still see some of them when encountering planetary artillery. :D But yeah, its still strange. I hope you find out what's wrong, for now I mentioned the issue in the OP.
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Russian Rockman »

Sleeper Service wrote:
Russian Rockman wrote:So no Hubble Backgrounds, but at least I got something to work.
I especially like the planets that 1.3.1 added. Well, you going to still see some of them when encountering planetary artillery. :D But yeah, its still strange. I hope you find out what's wrong, for now I mentioned the issue in the OP.
I know BPAB has to be loaded before CE, but why is that exactly? I might try changing the BPAB files to append files and load them after CE. I may also try mixing 1.3.1 stuff into 1.2.1 manually and keep reinstalling it to see if I can find what's making it crash.
EDIT: Saw your post in the BPAB thread. Thanks Sleeper


On another note, I see sanmonku has some beautiful drawings of space with the perspective being from the surface of a planet. You can see some of the very cool sci-fi landscapes. I wish there were some events where you could go down to the surface of a planet in the Advanced Edition. It might look weird with FTL's top down view though, I'm not sure how that would work.
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Sleeper Service »

Russian Rockman wrote:I know BPAB has to be loaded before CE, but why is that exactly?
The non-append files will override the lists where CE adds the custom PDS backgrounds. As a result, CEs events can't find the backgrounds in these events, which causes famous visual glitches on the entire screen.
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Russian Rockman »

Sleeper Service wrote:
Russian Rockman wrote:So no Hubble Backgrounds, but at least I got something to work.
I especially like the planets that 1.3.1 added. Well, you going to still see some of them when encountering planetary artillery. :D But yeah, its still strange. I hope you find out what's wrong, for now I mentioned the issue in the OP.
Sleeper Service wrote:
Russian Rockman wrote:I know BPAB has to be loaded before CE, but why is that exactly?
The non-append files will override the lists where CE adds the custom PDS backgrounds. As a result, CEs events can't find the backgrounds in these events, which causes famous visual glitches on the entire screen.
I thought as much. Also, saw this post about BPAB 1.3.1 by sanmonku.
sanmonku wrote:Image

hi,

Version 1.3.1 released... wasn't able to add as many new stuff as i planed...

v 1.3.1
- 7 new planets
- 4 new backgrounds
- lots of changes on mostly hubble nebulas, colors, contrast etc...

Download @moddb

i also uploaded the fix for those (mac users?) who have problems with the high res nebula, but use this only if your animated nebulas from the normal mod are broken...

the new stuff will be added to version 1.2 as well, for those that like the hubble free experience.


I guess this means those cool new planets added in 1.3.1 were also added in 1.2.1. :D YEAH!

change log
v 1.3.1
- 7 new planets
- 4 new backgrounds
- lots of changes on mostly hubble nebulas, colors, contrast etc...

v 1.3
-62 new HUBBLE backgrounds

version 1.2.1
- 7 new planets
- 4 new backgrounds
- few changes on nebulas, colors, contrast etc...

v 1.2
-17 new backgrounds
-7 new planets


I can get used to having the non-Hubble images. Honestly the imaginary stuff looks better than the real stuff anyway.


Again, thank you for all your help Sleeper.
The wise Sten
Posts: 31
Joined: Tue Dec 24, 2013 9:52 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by The wise Sten »

Some Augment questions:

Is it possible to make two different with the same effect, but they have different effects? Like "mantis things: 10% movement speed" and "better mantis things: 20% movement speed".

Can you combine two different augments? As in "super weapon calib: Insta charge at a beacon AND 15% faster weapon charge rate".

Can you combine some of the CE augments for the stealth cruisers? They have very little room for new augments. If i remember correctly one of the have sector scanners. As SS is a CE aug and not really supported by the game and only works for blue events, why not combine it with TitanSysCasing to free up room?
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Sleeper Service »

The wise Sten wrote:Is it possible to make two different with the same effect, but they have different effects? Like "mantis things: 10% movement speed" and "better mantis things: 20% movement speed".
Nope.
The wise Sten wrote:Can you combine some of the CE augments for the stealth cruisers? They have very little room for new augments. If i remember correctly one of the have sector scanners. As SS is a CE aug and not really supported by the game and only works for blue events, why not combine it with TitanSysCasing to free up room?
I like that the player is very limit regarding aug and trade good space. IMO a big part of the game is about dealing with scarcity and the augs fit in that as they are. You basically just ask for a free buff to your stealth cruiser here, right? Sorry, can't help you there. :D You will have to decide on what to get rid of if your want something else. ;)
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Russian Rockman »

I think it is best to have different augments that do different things. It really changes up the gameplay each time that way, depending on what you get. I really like that all of CE's augments are so unique and useful in their own way. There really isn't much that is a "must have" so you can just try out different playstyles. The only reason I thought the trade goods should not be augs is because of how many new cool augments CE has and it is nice to try out all the new cool things, even on a trade ship loadout, but I understand your position.

The possibility of upgrading certain augs is very cool though. You can't really increase the Mantis Pheromone ones or the Engi ones in the way proposed above, but I like that you can stack the Rock and Crystal augs now and that you can Engineer improved scanners for the Stealth Cruiser. If upgrading augs through engineering could be expanded any further I would be all for that. Also, because I like that upgrading the faction specific augs gives you an even bigger practical incentive to keep each of them and makes each faction ship more unique.

Anyone else have more ideas for engineering? :idea: :?: I really like that system!!
--I thought about maybe being able to engineer a Mapping Computer if you have maybe Drone Control and/or a certain type of Drone or maybe Drone Control and Long-Range Scanners.
--Or being able to engineer a hull repair drone if you have a Hull Repair Kit/Arm.
--Or maybe even being able to Engineer Long-Range scanners from lvl 3 sensors
--Having engineering options with more than 1 requirement would be cool
--Being able to upgrade certain weapon and drone types to the next "tier" would be cool, but for a very large amount of scrap to make it not normally practical unless you desperately need more firepower. Or maybe even being able to construct a very basic tier weapon of some type depending on what augs, weapons, or crew you have currently.
--(Maybe there could even be an augment that allows you to make engineering improvements more affordable, or opens up other special engineering possibilities?)

I don't know just brainstorming here...
The wise Sten
Posts: 31
Joined: Tue Dec 24, 2013 9:52 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by The wise Sten »

Sleeper Service wrote:
The wise Sten wrote:Is it possible to make two different with the same effect, but they have different effects? Like "mantis things: 10% movement speed" and "better mantis things: 20% movement speed".
Nope.
The wise Sten wrote:Can you combine some of the CE augments for the stealth cruisers? They have very little room for new augments. If i remember correctly one of the have sector scanners. As SS is a CE aug and not really supported by the game and only works for blue events, why not combine it with TitanSysCasing to free up room?
I like that the player is very limit regarding aug and trade good space. IMO a big part of the game is about dealing with scarcity and the augs fit in that as they are. You basically just ask for a free buff to your stealth cruiser here, right? Sorry, can't help you there. :D You will have to decide on what to get rid of if your want something else. ;)
You didn't answer the middle one. Does that mean that a thing like "SUPAR WAPON CALIB: insta charge at a beacon and 15% faster weapon charge" is possible? :O
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Post by Sleeper Service »

Engineering option that requires a certain system would become available to any ship. I don't want to decrease the random nature of the game too much with engineering. Long range scanners available for everyone seems kind of strange, but I guess sensors lvl three is a high threshold... Weapon upgrades would give the player to much control in my opinion.
Russian Rockman wrote:--(Maybe there could even be an augment that allows you to make engineering improvements more affordable, or opens up other special engineering possibilities?)
I like that idea, although engineering mainly deals with augments already, so having to sacrifice one augment slot to get an advantage for engineering might not be very practical. I'll consider implementing some crew based bonuses.
The wise Sten wrote:You didn't answer the middle one. Does that mean that a thing like "SUPAR WAPON CALIB: insta charge at a beacon and 15% faster weapon charge" is possible? :O
The wise Sten wrote:Can you combine two different augments? As in "super weapon calib: Insta charge at a beacon AND 15% faster weapon charge rate".
Nope. Vanilla augments can not be merged. CEs event controlled augments technically can be merged with other CE augments. Their effects could also be triggered by vanilla augments.
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Post Reply