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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Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Post by Nider_01 »

Possible bug:
Bounty hunter database does not work in one of the sector types (I did not test it in other sectors)
http://imgdisk.ru/images/2014/08/15/21960a.png
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Post by FortunaDraken »

Another floating weapon.

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Sleeper Service
Posts: 2275
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by Sleeper Service »

Nider_01 wrote:Possible bug:
Bounty hunter database does not work in one of the sector types (I did not test it in other sectors)
Yeah sorry, that aug was not supposed to be available in stores. Its not yet properly implemented. :roll:

CE Update 1.241a
- Alpha version of the bounty hunter database removed
- More Lanius system stations fixed
- Added piracy and combat aug option for the dubious engi ship that appears when you are out of fuel
- Some weapon mounts fixed
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Working on a sci-fi deckbuilder nowadays.
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aka13
Posts: 2
Joined: Fri Aug 15, 2014 7:54 am

Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by aka13 »

Hey guys, I just registered to tell you how aweome the mod is. I think, the only mods which compare to that woulde be project nevada for fonv, or GregTech for minecraft. I just fell in love with it.

I also have 1 stupid question - what happens to my save, if I update the mod?
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Sleeper Service
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by Sleeper Service »

Glad you like it :)
aka13 wrote:[...]what happens to my save, if I update the mod?
Usually nothing much. You should be able to continue your run, but I did not excessively test this. Possible new content can show up even if you did start the run with an older version.
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Working on a sci-fi deckbuilder nowadays.
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aka13
Posts: 2
Joined: Fri Aug 15, 2014 7:54 am

Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by aka13 »

Great, thank you for the fast reply.

I have another question, related to systems which can be improved farther than it is possible in vanilla - e.g. the teleporter - I can add a 4th energy bar to it, but the msg says than it will be back to 20s cooldown. Now, what shoul I expect after I add the 4th bar?
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Sleeper Service
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Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by Sleeper Service »

Yeah the descriptions seem a little bugged on that stuff. The cooldown reduction actually works like one would expect, leading to a five second cooldown I think.
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Working on a sci-fi deckbuilder nowadays.
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Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by Estel »

No idea, you can test it and tell us. No one exactly know how those things work in FTL, before we check it in real life. Limitations of modding, and in no-official-modding-support, in particular...

Some of such things work as expected. Some completely different. And some just crash the game or corrupt saves ;)

/Estel
Knightraven257
Posts: 2
Joined: Fri Aug 15, 2014 9:56 pm

Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by Knightraven257 »

I'm having a problem where the rebels will continuously jump double the distance of a normal jump throughout the entire game, even after expending fuel to jump into a sector faster. Jumping to a nebula slows them down to a normal jump. I'm not sure what causes it and I haven't seen anything else during my searching from someone else having the same problem. It makes the game almost impossible to play because there isn't enough time to properly search a sector without the rebels catching up too quickly. Has anyone else seen this bug?

FYI I have the captain's edition with all the extra resources installed, but I'm not using endless loot or infinite space, or and other random mods.
Last edited by Knightraven257 on Fri Aug 15, 2014 10:19 pm, edited 1 time in total.
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.24a/Inf 1.24a/EL 1.24

Post by Russian Rockman »

Sleeper Service wrote:Yeah the descriptions seem a little bugged on that stuff. The cooldown reduction actually works like one would expect, leading to a five second cooldown I think.
Are you sure about that? :roll: Because before AE a level 4 teleporter would actually be an INSTANT cooldown. ;)
Is it possible to give that level a description in the misc.xml file?

Also, if you haven't already I think you should give the backup battery a 3rd level.

And for anyone who doesn't know...
-Battery level 3+ works fine, it gives 2 extra power per level. (But may cause a crash when entering an ion storm)
-Shields, weapons, and drones all work as you would expect at level 8+.
-Cloaking level 4+ works as you would expect, it gives +5 seconds of cloak for each level, and it is possible to make custom graphics for these levels
-Oxygen and Medbay level 4+ work as you would expect, but they are pretty redundant since they work pretty fast at level 3 already.

-Teleporter level 4+ gives an instant cooldown
-Clone Bay level 4+ also gives an"instant cooldown and restores 2147483647 (maximum int value) health per jump. ;)
-Mind Control level 4+ does absolutely nothing :(
-Hacking level 4 makes hacks last 0 seconds, but hacking level 5 makes hacks last for about 2 minutes. :? :twisted:
-Artillery level 4 makes the cooldown time even lower, level 5 makes the cooldown time instant, but you must continually toggle it between level 5 & 6 or the weapon wont fire

-Engines past level 8 will give 0 evasion
-The other subsystems besides the backup battery do not do anything past level 4+
However!, it is possible to add a level 4 to these systems and they will act as they would if manned at level 3, meaning they do not have to be manned anymore.

Hope you found all that interesting.
Last edited by Russian Rockman on Sat Aug 16, 2014 6:00 am, edited 1 time in total.
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