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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R4V3-0N
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by R4V3-0N »

we coming up with AE CE weapon ideas?

What about a inferno flak cannon? high chance of fire, wider spread, more projectiles and does system (or no) damage instead of normal damage?

Oh, also a beam that can only hit 1 room/ tile that penetrates shields (or some layers), high stun chance.
R4V3-0N, a dreamer.
New Guy
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Joined: Sun Apr 20, 2014 8:00 am

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by New Guy »

We already have the thermal plasma weaponry. Flak based, 5ish projectiles of flaming damageless fury.

E: Can we make a focus beam that focuses for at least a second before disappearing? it should still be a single room weapon tho.

PS: those things are quite overkill, what with not being able to miss and relatively low cooldowns :D
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[WIP] Federation Strike Cruiser | Progress: 100% Art, 0% Coding
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Sleeper Service
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by Sleeper Service »

New Guy wrote:E: Can we make a focus beam that focuses for at least a second before disappearing? it should still be a single room weapon tho.
Unfortunately not. I would have done this to begin with if it had been possible. This is related to that beams are only displayed as long as they are traveling along their path. One pixel beam path = Extremely short beam display. Longer paths, even just two or three pixels, allow to damage multiple rooms and are therefore not desirable.
Last edited by Sleeper Service on Sun Apr 20, 2014 8:00 pm, edited 1 time in total.
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Working on a sci-fi deckbuilder nowadays.
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New Guy
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by New Guy »

So I suppose no matter how much you tweak the travel speed of the beams, it's technically impossible without risking an exploit? Sad. :(

E: Wait why am I assuming beam travel speed is modifiable?
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[WIP] Federation Strike Cruiser | Progress: 100% Art, 0% Coding
(Project pending until Superluminal2)
gamingshadowwolf
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by gamingshadowwolf »

Dear mod creator

i have had a problem when loading the game, as in when i load the game and it apears to load fine but then as it would go onto the main menu it comes up with:

assertion failed

Program: ...
file: src/rapidxml/rapidxml.hpp
line: 1383

Expression: text

for more information on how your program can cause an assertion failure, see the visual C++ documentation on asserts

(press retry to debug the application - JIT must be enabled)



for anyone wondering, the load order is as it should be:
better planets and backgrounds_v1.3.1
FTL Captains Edition 1.205b
CE BPaB Compatability patch 1.0
CE Additional music addon 1.203
CE infinate addon 1.205
CE Endless loot addon for CE infinate 0.95
CE non-EL enemy loadouts addon 1.0
CE player ship vanilla loadouts addon 1.204
(those are the only mods i have in the manager)

however when i validate the mods, i find some of them have problems so if that is it then pleasea say so

i cant figure out what i have done wrong, if anything. if i have missed anything important out please let me know
or if i have missed any mods out.
New Guy
Posts: 40
Joined: Sun Apr 20, 2014 8:00 am

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by New Guy »

Don't think there's a problem with your mod order, but I'm interested about which mod caused an invalidation?
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[WIP] Federation Strike Cruiser | Progress: 100% Art, 0% Coding
(Project pending until Superluminal2)
rannl
Posts: 334
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Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by rannl »

gamingshadowwolf wrote: assertion failed

for anyone wondering, the load order is as it should be:
better planets and backgrounds_v1.3.1
FTL Captains Edition 1.205b
CE BPaB Compatability patch 1.0
CE Additional music addon 1.203
CE infinate addon 1.205
CE Endless loot addon for CE infinate 0.95
CE non-EL enemy loadouts addon 1.0
CE player ship vanilla loadouts addon 1.204
(those are the only mods i have in the manager)
Your backup files are probably corrupted. Try deleting the SMM .dat.bak files in the backup dir, and try to patch the mods again, WITHOUT the mods BP&B and CE BP&B compatability patch.
If this fails, you might have to reinstall FTL to get fresh dat files, then retry the SMM patching.
Derpington
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Joined: Sun Mar 30, 2014 10:45 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by Derpington »

Game crashes after loading. What should i do?
rannl
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Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by rannl »

Derpington wrote:Game crashes after loading. What should i do?
Checkout the troubleshooting section at start of OP at the 1st page of this thread.
If you still have errors/failures, post your loaded mod order and a detailed screenshot of the failure.
null_dereference
Posts: 2
Joined: Sun Apr 20, 2014 3:25 pm

Re: FTL Captain's Edition 1.205b/Inf 1.205/EL 0.95

Post by null_dereference »

Hi, LOVE the Mod!
I noticed that a light laser shot through my Zoltan shield and damaged my hull. Looking though the pictures it looks to be "ba_laser_light_2" .
I imagine that Zoltan shield should block it, no? Is this intentional or a bug?
Thanks!
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