- If I go through the new flavor texts and fix the numerous spelling/grammar mistakes, etc, will you add those changes back into future versions? How do I do this?
- Could Captain Edition be released as a collection of mods so that we can pick and choose which parts to install? For example, I'm not a fan of the anti-aliased crew portraits.
- To what extent are you able to edit ship AI?
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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- Posts: 3
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Re: FTL Captain's Edition 1.217/Inf 1.217/EL 1.217
Wow this thread is huge. Sorry if these questions have been asked already.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.217/Inf 1.217/EL 1.217
You can submit you reports via PM, but I can not import any changes directly as the files are constantly changed and my build is already further advanced than yours. You'll have to find a way to exactly point out which texts needs revision, probably by just sending in the changed texts or commenting screenshots.seven wrote:If I go through the new flavor texts and fix the numerous spelling/grammar mistakes, etc, will you add those changes back into future versions? How do I do this?
There is a subaddon for that in the first post. Splitting the mod into smaller packs is generally my thing as it just makes everything more convoluted and inconvenient for me. Also most parts of CE are designed to work in conjunction with the rest.seven wrote:Could Captain Edition be released as a collection of mods so that we can pick and choose which parts to install? For example, I'm not a fan of the anti-aliased crew portraits.
We can choose their boarding AI (either "sabotage" or "invasion"). And thats about it.seven wrote:To what extent are you able to edit ship AI?
Just to be clear here: The mod in no case removes any vanilla content. Everything that is available in vanilla is in there in CE. You might find that augment useful, but so are others. So I can't see why I should change its rarity.SpaceDux wrote:but can you slightly increase the likelihood of the FTL Charger Booster (lower FTL charge time) AUG appearing. I don't think I've seen it since installing CE/EL, and although I thought it was useless in Vinilla, I find myself begging for it in CE/EL/HARD standard, which is the way it should be, you shouldn't be able to beat ever ship. Sometimes running should be the answer. So it would be nice to see it rarely again, don't know if its been taken out completely.
I'll look into the respective enemy lists.SpaceDux wrote:Oh and I think I have seen the boarding system stun bot to buy as an advanced tech option on a ship or to buy during an instance, but I haven't had an CE/EL enemy use it against me ever. Thats what I meant.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: FTL Captain's Edition 1.217/Inf 1.217/EL 1.217
Hey there,
Say, I've got a thing that spooking around my brain for a little.
We know it's possible for events to trigger after the enemy takes x amount of damage.
Is it also possible to do the opposite? As in have an event trigger after you take x amount of damage or x amount of hull left.
You probably already know where this is going right?
So yeah, I was wondering if it would be possible to trigger the option for you to surrender when the fight already started instead of, or along side of the beginning of the battle.
Don't get me wrong, the surrender option has saved my can a few times already. But it can be hard to see what the enemy has for weapons, and drones are a complete blank. Which isn't all to bad, really but seeing that you'll only see enemy weapons once the fight has started...
It happened a few times already where I went : Sure, I can take you on. Then : Crud... Should've surrendered. The second after. Then again, you've probably already thought about such a thing yourself.
Anyway, just wanted to get that out there.
Say, I've got a thing that spooking around my brain for a little.
We know it's possible for events to trigger after the enemy takes x amount of damage.
Is it also possible to do the opposite? As in have an event trigger after you take x amount of damage or x amount of hull left.
You probably already know where this is going right?
So yeah, I was wondering if it would be possible to trigger the option for you to surrender when the fight already started instead of, or along side of the beginning of the battle.
Don't get me wrong, the surrender option has saved my can a few times already. But it can be hard to see what the enemy has for weapons, and drones are a complete blank. Which isn't all to bad, really but seeing that you'll only see enemy weapons once the fight has started...
It happened a few times already where I went : Sure, I can take you on. Then : Crud... Should've surrendered. The second after. Then again, you've probably already thought about such a thing yourself.
Anyway, just wanted to get that out there.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.217/Inf 1.217/EL 1.217
Unfortunately, events can only be triggered by enemy HP. So yeah, if this would be possible I would have done it, but it would have needed a more complex function anyway... something like checking if the player has lost a specific amount of hull in one fight. The enemy events all trigger if they get into a specific HP range, not by fixed amounts amounts of damage dealt.
Ultimately the current player surrender system is as good as it will get, more complex systems are not really possible right now. Modding limitations everywhere.
There is some stuff you can do to gauge enemy threat more clearly though. High level manned sensors definitely help. The different ship classes all represent certain threads, so if you realize that you are weak against a certain class than that might matter as well. And of course how close you are to dying matters as well, obviously. If your ship is below 5 hull and you are not absolutely sure that the enemy can't touch you then there is not much reason to not attempt surrender. Finally to who you attempt to surrender also matters in the decision. Surrendering to Mantis or Lanius might make things even worse sometimes.
Ultimately the current player surrender system is as good as it will get, more complex systems are not really possible right now. Modding limitations everywhere.

There is some stuff you can do to gauge enemy threat more clearly though. High level manned sensors definitely help. The different ship classes all represent certain threads, so if you realize that you are weak against a certain class than that might matter as well. And of course how close you are to dying matters as well, obviously. If your ship is below 5 hull and you are not absolutely sure that the enemy can't touch you then there is not much reason to not attempt surrender. Finally to who you attempt to surrender also matters in the decision. Surrendering to Mantis or Lanius might make things even worse sometimes.
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- Posts: 54
- Joined: Tue Apr 08, 2014 12:37 am
Re: FTL Captain's Edition 1.22/Inf 1.22/EL 1.22
FTL Captain's Edition 1.22 (MediaFire)
is actually
CE Non-EL Enemy Loadouts Addon 1.2
is actually
CE Non-EL Enemy Loadouts Addon 1.2
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.22/Inf 1.22/EL 1.22
That link should work correctly now.
So yeah, update time once more. So how does hacking in CE actually work? It seems like In vanilla FTL, hacking drones are required for that, and they have to be attached to ships to actually get into enemy systems. But CEs Effectors also claim to hack stuff, with a much different effect and mechanic. I kind of revised the Effector design a little to give hacking and effectors a more clear profile. Effectors still work the same, but they have different visuals now and reality has been rewritten to portrait them more clearly as ion field projectors rather than electronic warfare devices that remotely connect to systems.
The other big change involves combat augment power costs. Note that the starting power of player ships that start with combat augments has deliberately not been increased. This gives these ship a slower start and nerfs them a little at a point where their augments are extremely effective already (first sectors). Especially the Adjudicator plays quite different at the start now, cause the power drain of the Ion Field is pretty severe. This might effect how you want to position your crew and how much you want to rely on your Zoltan shield and secondary weapon in certain fights. The Internal generator also can power a single combat augment now. This always gives you the choice to either get extra power to support your combat augment strategy, or engineer the generator and sacrifice an augment slot to negate the power cost.
CE Update 1.22
- One weapon added
- Design of the Effectors reworked
- New impact graphics for Effectors and Neural Stunners added
- Stealth Beam Drone Mark I and II are better at evading enemy anti-drones now
- Zoltan artillery can no longer accidentally hit two rooms
- Crystal artillery can now be shot down by defense drones as intended
- Crystal unlock quest no longer gives the Crystal Vengeance augment
- Zoltan negotiations with Rock trade stations now give stores as intended
- Flagship crew is equipped with Adaptive Gel Suits during all phases now
- Phase three flagship can now also disrupt your hacking system
- Player and enemy combat augments now use up some reactor power when being active
- The Internal Generator will supply the required power if it is used to power up a second combat augment
- Internal Generator also gives an option to negate power costs for your first combat augment; this prevents powering a second one
- Subspace Scanner is more effective against cloaking now
- Internal Effector is less effective against cloaking, mind control and hacking now
- Plasma storms now disable all combat augments
- Impact graphic for light crystal weapons added
- Swarm missile tooltip no longer wrongly states that missile swarms evade defense drones (?)
- Swarm missiles are slightly cheaper now
- Hight tier swarm missiles fire slightly faster now
- Missile Flak max damage reduced
- Certain enemies are slightly more likely to use Ion Intruders
- Stores have varying chances to be equipped with cargo teleporters now, depending on sector type (original idea by jopyth)
- Corporate Science Station uses the correct weapon list again
- Mantis Minelayer uses the Mantis Scout hull now
- Mantis Troopship uses the Mantis Minelayer hull now
- Some small fixes
- Some typos fixed
CE Infinite 1.22
- Changes of CE 1.22 imported
- A few more semi-boss events to contested deep space starting beacons added
EL Texture Pack 1.22
- Added missing textures for Plasma Drones
- A few new graphics for EL 1.22 added
CE Endless Loot 1.22 for CE and CE Endless Loot 1.22 for CE Infinite
- Fixed a problem with visual variants of the Breach Bomb Mark II
- Fixed a problem with visual variants of the Fire Bomb Mark II
- "Breaching" does add less breach chance for beams now
- Asteria Missile Launcher can no longer have the "Replicator" prefix
- "Shrapnel" and "Shredder" prefixes readjusted
- "Ripper" can no longer apply to weapons with more than three shops
- Changes of CE 1.22 imported
- Playership showcase re-integrated
EL Vanilla Enemy Loadouts Addon 1.22
- Changes of CE 1.22 imported
- Does no longer reset event related weapon lists
So yeah, update time once more. So how does hacking in CE actually work? It seems like In vanilla FTL, hacking drones are required for that, and they have to be attached to ships to actually get into enemy systems. But CEs Effectors also claim to hack stuff, with a much different effect and mechanic. I kind of revised the Effector design a little to give hacking and effectors a more clear profile. Effectors still work the same, but they have different visuals now and reality has been rewritten to portrait them more clearly as ion field projectors rather than electronic warfare devices that remotely connect to systems.
The other big change involves combat augment power costs. Note that the starting power of player ships that start with combat augments has deliberately not been increased. This gives these ship a slower start and nerfs them a little at a point where their augments are extremely effective already (first sectors). Especially the Adjudicator plays quite different at the start now, cause the power drain of the Ion Field is pretty severe. This might effect how you want to position your crew and how much you want to rely on your Zoltan shield and secondary weapon in certain fights. The Internal generator also can power a single combat augment now. This always gives you the choice to either get extra power to support your combat augment strategy, or engineer the generator and sacrifice an augment slot to negate the power cost.
CE Update 1.22
- One weapon added
- Design of the Effectors reworked
- New impact graphics for Effectors and Neural Stunners added
- Stealth Beam Drone Mark I and II are better at evading enemy anti-drones now
- Zoltan artillery can no longer accidentally hit two rooms
- Crystal artillery can now be shot down by defense drones as intended
- Crystal unlock quest no longer gives the Crystal Vengeance augment
- Zoltan negotiations with Rock trade stations now give stores as intended
- Flagship crew is equipped with Adaptive Gel Suits during all phases now
- Phase three flagship can now also disrupt your hacking system
- Player and enemy combat augments now use up some reactor power when being active
- The Internal Generator will supply the required power if it is used to power up a second combat augment
- Internal Generator also gives an option to negate power costs for your first combat augment; this prevents powering a second one
- Subspace Scanner is more effective against cloaking now
- Internal Effector is less effective against cloaking, mind control and hacking now
- Plasma storms now disable all combat augments
- Impact graphic for light crystal weapons added
- Swarm missile tooltip no longer wrongly states that missile swarms evade defense drones (?)
- Swarm missiles are slightly cheaper now
- Hight tier swarm missiles fire slightly faster now
- Missile Flak max damage reduced
- Certain enemies are slightly more likely to use Ion Intruders
- Stores have varying chances to be equipped with cargo teleporters now, depending on sector type (original idea by jopyth)
- Corporate Science Station uses the correct weapon list again
- Mantis Minelayer uses the Mantis Scout hull now
- Mantis Troopship uses the Mantis Minelayer hull now
- Some small fixes
- Some typos fixed
CE Infinite 1.22
- Changes of CE 1.22 imported
- A few more semi-boss events to contested deep space starting beacons added
EL Texture Pack 1.22
- Added missing textures for Plasma Drones
- A few new graphics for EL 1.22 added
CE Endless Loot 1.22 for CE and CE Endless Loot 1.22 for CE Infinite
- Fixed a problem with visual variants of the Breach Bomb Mark II
- Fixed a problem with visual variants of the Fire Bomb Mark II
- "Breaching" does add less breach chance for beams now
- Asteria Missile Launcher can no longer have the "Replicator" prefix
- "Shrapnel" and "Shredder" prefixes readjusted
- "Ripper" can no longer apply to weapons with more than three shops
- Changes of CE 1.22 imported
- Playership showcase re-integrated
EL Vanilla Enemy Loadouts Addon 1.22
- Changes of CE 1.22 imported
- Does no longer reset event related weapon lists
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- Posts: 1
- Joined: Sun Jun 01, 2014 9:16 pm
Re: FTL Captain's Edition 1.22/Inf 1.22/EL 1.22
Pic of the bug: http://i.imgur.com/g1L0psz.png
Hey. I'm having this bug with my game (confirmed to also be bugged in 1.22) since the recent FTL patch. As you can see from the pic, none of the weapons are showing. They can be rearranged, but not depowered or altered. Going into the ship menu in equipment also cannot be altered or moved. Ideally, I'd love this resolved without a reset as I'm currently doing a little playthrough with this current setup. Any ideas on how this can be resolved? Thanks for reading.
Hey. I'm having this bug with my game (confirmed to also be bugged in 1.22) since the recent FTL patch. As you can see from the pic, none of the weapons are showing. They can be rearranged, but not depowered or altered. Going into the ship menu in equipment also cannot be altered or moved. Ideally, I'd love this resolved without a reset as I'm currently doing a little playthrough with this current setup. Any ideas on how this can be resolved? Thanks for reading.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.22/Inf 1.22/EL 1.22
Odd. The game does no longer recognize the weapons your ship is equipped with... Is there a chance that you used Endless Loot before and did not patch it in again? Ah, wait, I actually saw your vids.
Is this the save from this run? OK... so one thing that could have caused this is you do not have the CE core mod patched in, just infinite. Or something was wrong with the main CE download, maybe consider re-patching or re-downloading that. I dig your outro song by the way.
Knowing which submods you are using could possibly help resolve this. You can also consider patching in the previous versions of the mod, that should work for the meantime. I can't fully guarantee that saves will be compatible between versions though.


Knowing which submods you are using could possibly help resolve this. You can also consider patching in the previous versions of the mod, that should work for the meantime. I can't fully guarantee that saves will be compatible between versions though.

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- Posts: 16
- Joined: Sat Jun 07, 2014 5:31 pm
Re: FTL Captain's Edition 1.22/Inf 1.22/EL 1.22
Just wanted to thank you again for replying,
You take the time to reply, I'll take the time to thank you.
New Update looks spot on, peace out
You take the time to reply, I'll take the time to thank you.
New Update looks spot on, peace out
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- Posts: 42
- Joined: Tue Apr 15, 2014 11:48 pm
Re: FTL Captain's Edition 1.22/Inf 1.22/EL 1.22
A few days ago I got to sector 8 with the Stealth A without going to any "brown circle" beacons, but I didn't get the related achievement. Is that because I ran into a waste nebula / minefield / black hole beacon in the Rock sector?