
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
Thank You Soooo much! Its finally working! 

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- Posts: 28
- Joined: Sat May 17, 2014 11:39 pm
Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
I found these WIP images of rebel ships, before the art overhaul:

Perhaps they could be incorporated into some kind of special event - maybe you come across a derelict and outdated ship in a hazard sector, along the lines of the other ships trapped there?

Perhaps they could be incorporated into some kind of special event - maybe you come across a derelict and outdated ship in a hazard sector, along the lines of the other ships trapped there?
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- Posts: 27
- Joined: Sun Jan 26, 2014 6:36 pm
Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
I am really having a hard time to find any of the new sectors you added. So far I only stumbled upon ONE palgue sector and no trading, industrial etc. sectors at all during approximatly 15 runs. Is that indended or is there something wrong?
Im really missing the trading secorts their music is so awesome
Im really missing the trading secorts their music is so awesome

- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
I know that these exist, but they lack shading quality in comparison to the final Rebel hull and they have no gibs done. That means a lot of work and I don't feel like that is worth it for one event. Some more Rebel ships would be nice, but I would rather look elsewhere for hulls.fugu wrote:I found these WIP images of rebel ships, before the art overhaul:
Kind of odd, but from the recent let's plays I saw the sector types are all there. Maybe very bad luck? The trading sector (aka civilian coreworlds) is unique though, it can only appear once per run, so you won't see it that often. If you have any other mods installed that mess with sector blueprints then this might be a reason for the sectors not apearing.Acceleratio wrote: am really having a hard time to find any of the new sectors you added. So far I only stumbled upon ONE palgue sector and no trading, industrial etc. sectors at all during approximatly 15 runs. Is that indended or is there something wrong?
Im really missing the trading secorts their music is so awesome
R&D news

Yeah, hyperspacing between sectors works now, at last with very basic visuals. That will give you some more ways to spend your fuel and get a head-start against the rebels.
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- Joined: Sun Jan 26, 2014 6:36 pm
Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
Oh I wasnt aware its unique... THats a shame its my favourite sector by far. Did you change that sometime ago because I can recall running through this kind of sector more then once.
Or am I confusing something . I mean the secort where mostly militias are encountered.
Anyway I found a new bug. The artillery of the stealth ship fires at around 70%. (kike its upgraded already) Even on level one.
I could only test this with the Stealth type C though
Or am I confusing something . I mean the secort where mostly militias are encountered.
Anyway I found a new bug. The artillery of the stealth ship fires at around 70%. (kike its upgraded already) Even on level one.
I could only test this with the Stealth type C though
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
That is intentional. Thats also why there are these additional marks at the artillery charge bar. Artillery with 40 seconds base cooldown fires at a full bar, artillery with 30 seconds base cooldown fires at the 75% mark and artillery with 20 seconds base cooldown fires at the 50% mark. This is due to how the charge bar is coded internally and can't be displayed in another way.
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Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
Dont know if my last post was looked at. How do you upload continue.sav? I forgot I made a backup of the game at that point where the beacon to the left froze the game.Sleeper Service wrote:That is intentional. Thats also why there are these additional marks at the artillery charge bar. Artillery with 40 seconds base cooldown fires at a full bar, artillery with 30 seconds base cooldown fires at the 75% mark and artillery with 20 seconds base cooldown fires at the 50% mark. This is due to how the charge bar is coded internally and can't be displayed in another way.
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Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
I can't wait to see the Hyperspace events! Those should be interesting. And a battle in hyperspace as a hazard would be really awesome as well. Maybe that could be the hazard I've been thinking about that randomly stuns your crew...
Anyway, I like the visuals, but I think the perspective is wrong. I think you should blur the images long ways... Best way I can explain it is the stars should be blurred in a "passenger looking out of a train" rather than a "car driving through a tunnel" perspective. Because obviously we have a top down view and just like the asteroids move we are expecting movement across the screen rather than "into" the screen.
Could you explain a little more how you got the hyperspace events to work finally.
Anyway, I like the visuals, but I think the perspective is wrong. I think you should blur the images long ways... Best way I can explain it is the stars should be blurred in a "passenger looking out of a train" rather than a "car driving through a tunnel" perspective. Because obviously we have a top down view and just like the asteroids move we are expecting movement across the screen rather than "into" the screen.
Could you explain a little more how you got the hyperspace events to work finally.

- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
I've been having some troubles with CE...
Before today, CE was working...decentish...loaded in this order:
CE
CE BpaB compatibility patch
BpaB
Additional Music
Infinite
some ship mods
And some weird things would happen, like white backgrounds and missing planets and stuff, but the game still loaded and played.
Today, it just randomly stopped working, giving me an error: "this application has requested Runtime to terminate it in an unusual way", brought to me by Microsoft's C++ Visual Library or something.
So I reordered it to the order recommended in the thread: BpaB, CE, CE BpaB compatibility, so on, and it still gave me a runtime error...
I uninstalled/reinstalled vanilla FTL: AE, patched it with my old mod order, and it works. The new order/recommended order doesn't work.
I kinda wanna know: why did I get the first Runtime error? And why does the recommended order not work at all for me?
EDIT: So I tried the thread-recommended order again, and it gave me the Runtime error...so I repatched my game to my order, and it still gave me the Runtime error? The heck?
I patched it back to vanilla, and vanilla works fine, but...huh?
EDIT AGAIN: here's some glitches from my last few days of playing...most of it probably has to do with BPaB, but some of it is just...weird. http://imgur.com/a/h42qr
Before today, CE was working...decentish...loaded in this order:
CE
CE BpaB compatibility patch
BpaB
Additional Music
Infinite
some ship mods
And some weird things would happen, like white backgrounds and missing planets and stuff, but the game still loaded and played.
Today, it just randomly stopped working, giving me an error: "this application has requested Runtime to terminate it in an unusual way", brought to me by Microsoft's C++ Visual Library or something.
So I reordered it to the order recommended in the thread: BpaB, CE, CE BpaB compatibility, so on, and it still gave me a runtime error...
I uninstalled/reinstalled vanilla FTL: AE, patched it with my old mod order, and it works. The new order/recommended order doesn't work.
I kinda wanna know: why did I get the first Runtime error? And why does the recommended order not work at all for me?
EDIT: So I tried the thread-recommended order again, and it gave me the Runtime error...so I repatched my game to my order, and it still gave me the Runtime error? The heck?
I patched it back to vanilla, and vanilla works fine, but...huh?
EDIT AGAIN: here's some glitches from my last few days of playing...most of it probably has to do with BPaB, but some of it is just...weird. http://imgur.com/a/h42qr
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.222/Inf 1.222/EL 1.222
What do you mean with upload continue.sav? Upload to where and why? If you want to send me your continue.sav than there is no point in it, I can not determine which event the crash you reported originates from if it happened in deep space. It can literally be any event and I already pointed that out some pages ago.Oddguy wrote:Dont know if my last post was looked at. How do you upload continue.sav? I forgot I made a backup of the game at that point where the beacon to the left froze the game.
The thing is that we are stuck with planet images here. I agree that the perspective you suggested would work bottom, but it would still just fill the bottom half of the screen and that would look pretty odd as well,Russian Rockman wrote:Anyway, I like the visuals, but I think the perspective is wrong. I think you should blur the images long ways... Best way I can explain it is the stars should be blurred in a "passenger looking out of a train" rather than a "car driving through a tunnel" perspective. Because obviously we have a top down view and just like the asteroids move we are expecting movement across the screen rather than "into" the screen.
Well naturally some weird things would happen, as you did not observe the load order. I recommend going through the troubleshooting section and probably reinstalling FTL and SMM. Should work then.NarnKar wrote:I've been having some troubles with CE...
Before today, CE was working...decentish...loaded in this order:
CE
CE BpaB compatibility patch
BpaB
Additional Music
Infinite
some ship mods
And some weird things would happen, like white backgrounds and missing planets and stuff