Flagship Randomizer 1.29 for AE, ACE and ACE Infinite
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite
Hey vanguard. Sorry for that crash there. Having access to your mod file would really help us fixing that. We indeed did very little testing with the AE build, and the CE and CE-INF builds seem to cause no such problems.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite
Bug report. Yay I'm helping !
Anyway :
The swarm missile launcher that the flagship can have doesn't fire, or at least it didn't on my game.
The lights go green and stay that way.
Here's a pic about what I'm talking about :
And I am indeed using v.1.19b
Anyway :
The swarm missile launcher that the flagship can have doesn't fire, or at least it didn't on my game.
The lights go green and stay that way.
Here's a pic about what I'm talking about :
And I am indeed using v.1.19b
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- Posts: 335
- Joined: Sun Nov 25, 2012 11:13 pm
Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite
Nice catch Biohazard063!
Sleepy, I took a look at the meta_weapon_pool.xml file, and apparently the swarm missile weapon has the following tag : <missiles>1</missiles>. I assume this means that the weapon has a missile ammo requirement, which explains why the weapon would charge but not shot.
Sleepy, I took a look at the meta_weapon_pool.xml file, and apparently the swarm missile weapon has the following tag : <missiles>1</missiles>. I assume this means that the weapon has a missile ammo requirement, which explains why the weapon would charge but not shot.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Flagship Randomizer 1.19b for AE, ACE and ACE Infinite
Ah ok, I'll fix that. The layout has already been taken care of, but I still have no idea what caused VoV's crash.
/Edit: Done.
Flagship Randomizer 1.19c
- AE build no longer forces the player to look at the secret data when traveling to a new sector
- "dense" layout: phase one offset fixed
- CE builds: Boss swarm missiles fire correctly now
/Edit: Done.
Flagship Randomizer 1.19c
- AE build no longer forces the player to look at the secret data when traveling to a new sector
- "dense" layout: phase one offset fixed
- CE builds: Boss swarm missiles fire correctly now
- RAD-82
- Posts: 796
- Joined: Sat Nov 09, 2013 12:16 am
Re: Flagship Randomizer 1.19c for AE, ACE and ACE Infinite
After watching VoV's last video, it seems the issue may have been with the event BOSS_TEXT_3. It had no text when he finally got through without crashing. I couldn't tell if anything else was wrong.
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- Posts: 819
- Joined: Fri Jan 10, 2014 11:43 pm
Re: Flagship Randomizer 1.19c for AE, ACE and ACE Infinite
RAD-82 wrote:After watching VoV's last video, it seems the issue may have been with the event BOSS_TEXT_3. It had no text when he finally got through without crashing. I couldn't tell if anything else was wrong.
I thought something might have happened with Slipstream. That bug was indeed very weird aince this mod does not affect the event text.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Flagship Randomizer 1.2 for AE, ACE and ACE Infinite
Rann managed to get behind that nasty crash and fixed it. Have new possible boss layout for your troubles.
Flagship Randomizer 1.2
- Fixed a problem in AE builds that caused crashes in phase 3 of the boss fight
- One new possible boss layout added
Flagship Randomizer 1.2
- Fixed a problem in AE builds that caused crashes in phase 3 of the boss fight
- One new possible boss layout added
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- Posts: 335
- Joined: Sun Nov 25, 2012 11:13 pm
Re: Flagship Randomizer 1.19c for AE, ACE and ACE Infinite
RAD-82 wrote:After watching VoV's last video, it seems the issue may have been with the event BOSS_TEXT_3. It had no text when he finally got through without crashing. I couldn't tell if anything else was wrong.
Good eye, buddy! That was exactly the problem (overriding said event with a new one, which should have only been done with CE/CE-INF builds). I'm guessing all the hidden requirements which are related to CE content caused the event to crash, or more specifically, caused some sort of random search for an alternative event text to be loaded, which resulted in a high crash ratio with a small chance of a lucky alternative event text load (seems likely considering FTL's engine is in c++. The exact sort of wonky behaviour I've come to know and love).
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Flagship Randomizer 1.21 for AE, ACE and ACE Infinite
Flagship Randomizer 1.21
- Fixed a problem with the randomizer not using the correct file path
- Fixed a problem with the randomizer not using the correct file path
- DinosaurDino
- Posts: 36
- Joined: Wed May 07, 2014 5:09 pm
Re: Flagship Randomizer 1.21 for AE, ACE and ACE Infinite
I think there is a bug with the randomizer. Every run I get the same layout. I don't know if I'm doing something wrong or it just doesn't work. Can somebody please explain how to get a new layout.