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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 1:36 pm
by Mr. Mister
WHat, did you go on three distress beacons on a quarentine sector? I think not even a lv3 medbay can save you in some of those.
"Guaranteed not to go berserk and disassemble everyone", hehehehueuhehue.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 2:17 pm
by Pagan_PL
This is strange - I have redownloaded mod files, reinstall game and even check for compatibility of files on steam.
After that, I reinstall whole game again, install "fresh" mod files in order that is mentioned under download button - Still the same problem...I give up for now. But thank You very much for reply and help.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 2:32 pm
by Mr. Mister
Just in case, as biohazard initially did it:
In the mod manager, you have to select all the ordered (vertically) modules you wanna play with and patch them AT ONCE, instead of selecting one, patching it, selecting another, patching it, and repeat.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 2:49 pm
by Sleeper Service
Mr. Mister wrote:WHat, did you go on three distress beacons on a quarantine sector? I think not even a lv3 medbay can save you in some of those.
Depends on the event.

But yeah, there is a lesson to learn there...
Thanks for all your trade goods suggestions. I have about two dozens generic goods already and I'm rapidly running out of events that actually can give them, so I'll run the implementation pass today.
The Captain wrote:I'm still on an earlier version (a couple previous?) of CE Infinite, so I don't know if this has changed, but I'm wondering why once I've jumped back to Federation space, it still takes 10 fuel to stay there, but only one to go back to deep space?
On a sidenote: There is only one exit event for the entire game. So I can not change this dynamically depending on sector. I rather had it this way for every sector than not implementing that fuel thing, cause I like the shortage it creates.
spudcosmic wrote:Going along with the enhanced trading conversation, I think the player should be more involved in the haggling process. I think you should choose how you want to deal with the trader. You could choose to be cooperative with the trader, with a chance of getting a better deal, but taking a longer time, or you try to be as quick as possible, getting lower rewards but taking a shorter time. You could even be demanding with the trader and have the possibility of a good deal and being quick, but a chance the trader denies your deal outright.
While I like this idea a whole lot, it would be almost impossible to implement in the current system. Even if I would rewrite the entire trade events, it would still be very difficult and incredible convoluted to achieve this. But yeah, I really like the idea...
Pagan_PL wrote:This is strange - I have redownloaded mod files, reinstall game and even check for compatibility of files on steam.
After that, I reinstall whole game again, install "fresh" mod files in order that is mentioned under download button - Still the same problem...I give up for now. But thank You very much for reply and help.
Very strange indeed. Can anyone else reproduce this error?
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 3:39 pm
by Russian Rockman
Sleeper Service wrote:Thanks for all your trade goods suggestions. I have about two dozens generic goods already and I'm rapidly running out of events that actually can give them, so I'll run the implementation pass today.
Could you give us just a few examples of the new generic goods? Maybe if you gave us a few examples I could come up with more ideas that better match what you're going for.
Sleeper Service wrote:On a sidenote: There is only one exit event for the entire game. So I can not change this dynamically depending on sector. I rather had it this way for every sector than not implementing that fuel thing, cause I like the shortage it creates
By the way that was a brilliant idea. Didn't like ending up with a ton of excess fuel in extended Infinite Space runs.
Pagan_PL wrote:This is strange - I have redownloaded mod files, reinstall game and even check for compatibility of files on steam.
After that, I reinstall whole game again, install "fresh" mod files in order that is mentioned under download button - Still the same problem...I give up for now. But thank You very much for reply and help.
You know that could be related to Better Planets and Backgrounds if you're using that. On one of my PC's I still haven't gotten CE to run with BPAB no matter what I do. While on my laptop it works fine... And BPAB works with everything else too, except for CE, on my PC. In fact, the reason I joined the forums originally was just to ask what the hell was going on. Still don't know to this day, but I guess a lot of good came out of that problem, otherwise I wouldn't be here.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 3:55 pm
by Sleeper Service
Russian Rockman wrote:Could you give us just a few examples of the new generic goods? Maybe if you gave us a few examples I could come up with more ideas that better match what you're going for.
There is stuff like Rare Elements, Reactor Modules and AI Research Data and many more. Unless you play as a vicious pirate all the time, it will be unlikely you ever find all the generic goods. But yeah, its all good, I got enough material. Unless you have some brilliant ideas what one cold buy in Lanius Sectors, apart from left behind "Plastic Items".
Russian Rockman wrote:
You know that could be related to Better Planets and Backgrounds if you're using that. On one of my PC's I still haven't gotten CE to run with BPAB no matter what I do. While on my laptop it works fine... And BPAB works with everything else too, except for CE, on my PC.
That is odd as well. No idea what can cause this. I don't thing BPAB alters the crystal sector and event if it would it would have to be loaded before CE so it can't really be the culprit.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 4:19 pm
by Mr. Mister
Question: is the fact that a nebula-type sector has a reduced fleet slowement on nebula beacons tied to the sector type being shown purple in the galactic graph?
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 4:22 pm
by Mantonio
Hello. I've just tried out this mod collection for the first time, and I must say I am really impressed!
However (you just knew there was going to be a however, didn't you?) there is one thing I feel the need to point out. So much so that I made this account especially for it.
Regarding the rogue AI sector: It's spelt 'rogue', not 'rouge'.
A rouge AI would be a French one that is coloured red, or one that is covered or composed of red makeup powder. A rogue AI, meanwhile, is one that has decided to turn on its creators.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Sun Mar 02, 2014 4:52 pm
by Sleeper Service
Mr. Mister wrote:Question: is the fact that a nebula-type sector has a reduced fleet slowement on nebula beacons tied to the sector type being shown purple in the galactic graph?
Yep, that is how that works.
Mantonio wrote:Regarding the rogue AI sector: It's spelt 'rogue', not 'rouge'.
Ooops looks like I made this mistake a lot, about 18 times actually. Will be corrected. Sorry, I guess I should not trust autocorrect that much.
Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Mon Mar 03, 2014 12:55 am
by Russian Rockman
Mantonio wrote:Regarding the rogue AI sector: It's spelt 'rogue', not 'rouge'.
A rouge AI would be a French one that is coloured red, or one that is covered or composed of red makeup powder. A rogue AI, meanwhile, is one that has decided to turn on its creators.
Maybe they're just malfunctioning and don't know how to spell.
