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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Fri Apr 04, 2014 9:15 am
by Nicb1
Yeah it's compatible with ae. The only problem is that the game crashes when you select the federation cruiser.

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Fri Apr 04, 2014 9:25 am
by Russian Rockman
You scared me for a second Sleeper. I thought you were saying the boss was even more hardcoded now. It looks like all the Captain's Edition changes could be implemented into the Advanced Edition Boss now though. It would just have to be done for each difficulty. I am actually really excited about the prospect of having 3 varying bosses. The Artillery being directly tied to weapons is also very exiting. Mods could make the difficulties even more drastic/different.

I have another question about something very dear to me. Do you plan on implementing the CEPM skins using the Advanced Edition resources? :) How exactly does the new system work for adding different skins? You said it might be possible to add hundreds of variants. Would it be possible to use the same kind of script as the CE Infinite one to create a ton of new crew variants? Or is that not even necessary?

I am really eager to see some varying Engi skins. I'm disappointed that they got no variants for some reason. I'm also disappointed that that the Lanius ship has no quest... Other than that though THIS GAME IS FREAKING AWESOME!!!!

I'm not sure why the radiation events might not work... I don't think that what they do is actually "weird". I really hope you can reimplement them in the future. They were very fun. Just the other day I junked into a radiation zone immediately followed by an enemy who hacked my oxygen system!

Speaking of that have you also removed the events in which the enemy disable your systems? I like the idea of the Internal Effector being acquired not through an event now. It was a pretty fun but kind of OP augment. I think its different enough from the hacking system to be kept though. You could also just nerf it and make it hack less or less likely to work etc... The effector weapons work differently enough from hacking too so I'm glad you kept that. The hacking "system" is drone based and the others are not. I think that is what sets them apart.

I understand why you got rid of the On-Board clone lab augment... Really not necessary anymore and kind of out of place. If this were still vanilla I would have recommended you implement options after every fight to clone crew, but that's not really necessary now and saves a lot of work. I would like it though if you could implement some events and/or options for the clone bay that allow you to create a new crew member entirely. I've said before that maybe it could even have a chance of making your crew mad for abusing the clone bay and feeling its a crime against nature or something. And also speaking of those kind of things... While keeping balance in mind... I would love it if we could use the mind control system (maybe high level one) to make our own crew obey our commands unconditionally! :D or force POWs to work for us forever. (You could say that they were captured and exposed to "long term" brainwashing by the mind control system. Even get more specific and say theta you have implanted in them false memories and given them a new identity)

Other things Ive noticed while perusing the new files. The Advanced Edition PDS seems like its conveniently set up for you to finally implement you wingmen idea. :-).

Also if other Enemy ships have artillery systems now I'm wondering if the Boss will FINALLY have its crew repair those systems normally if they were to be connected. I pray!

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Posted: Fri Apr 04, 2014 10:54 am
by Sleeper Service
So just to clarify: CE 1.105 is not compatible with AE. It might work, but might also cause all kinds of problems and a lot of AE or CE features will be overwritten. I still have to update the OP with version 1.2, but the Forum was down and I'm busy right now. So 1.2 will probably be releases later today and that version will be fully compatible with AE.
Russian Rockman wrote:Also if other Enemy ships have artillery systems now I'm wondering if the Boss will FINALLY have its crew repair those systems normally if they were to be connected. I pray!
Yep, there is already a new Aug for that. ;)

Russian Rockman wrote:I have another question about something very dear to me. Do you plan on implementing the CEPM skins using the Advanced Edition resources? :) How exactly does the new system work for adding different skins? You said it might be possible to add hundreds of variants. Would it be possible to use the same kind of script as the CE Infinite one to create a ton of new crew variants? Or is that not even necessary?
Yeah, the CEPM has already been entirely integrated in main CE. :) The colour changes can now be made via xml RGB commands and different crew sheet layers. You can see how this works if you look at the human blueprint.

Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib

Posted: Fri Apr 04, 2014 3:31 pm
by Russian Rockman
OMG Yes. I can't wait to finally try out ALL THE new skins together! :-)

Different question. Why is it necessary for Sensors to be limited to 2 when fighting the Final Boss? Is it possible now to disable the limit command and actually make them work now?

Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib

Posted: Fri Apr 04, 2014 3:52 pm
by Sleeper Service
The forum still seems to experience some server problems, but I finally got through now. So CE 1.2 is officially released and it should be fully compatible with AE.

My personal highlights in this release:
- Crew variants are very extensive now, and I feel like there is still much more possible with the new system that governs how they are generated
- Most of the new weapons and drones do quite unique things; the Adaptive Beams put a whole new twist to beam tactics and long engagements for example
- Extended drone-to-drone combat; the variety of anti-drones that CE adds as well as the introduction of the dodge value adds a whole new level to drone combat, also gives you a way to effectively counter those pesky Auto Drone-Habors ;)
- The Autonomous ASB, I love that AE has made this possible
- The requisition License has made it in and it fit perfectly for the new Federation C ships. Has become a much more interesting aug than I expected.

Thanks again for all your inputs by the way. :)


Some technicall stuff you should know:
- The Additional Music Addon has been updated as well, featuring a new track composed by Aaron Opfer, who recently started to collaborate with CE
- CE already changes the loadouts of the new AE player ships, but as always you can revert these changes with the CE Vanilla Player Ship Loadout addon (which also has been updated)
- For using Better Planets and Background together with CE you'll need a compatibility patch now, otherwise there will be visual glitches in certain scenarios
- CEPM does no longer exist, as it has been integrated into main CE
- The first build of CE Endless Loot is almost ready, Ranni is fixing one last problem in the content generation tool



Now enjoy this very long changelog:

CE 1.2
- Overall compatibility with AE established; yay! (Thanks to Matthew and Justin for letting me join the beta, that sped this up a lot)
- CEs AE related contend will only appear when activating AE in the hangar, just the same as with vanilla AE content
- BA: 17 new weapons added, making use of the new mechanics introduced with AE
- Custom tips for CEs weapon subcategories on item cards added
- AE-like stun chances to CEs weapons added
- Small additional stun effects to all explosions added
- Planetary artillery shells do now stun, but deal slightly less crew damage
- Nano Repair Bombs repair effect and cooldown reduced, power cost increased
- Maul Beam damage increased
- For some unknown AE related reason, Light Lasers pierce Zoltan shields now; which is actually fine with me
- DE: 9 new drones added
- Drone-to-drone combat extended; most drones can dodge anti-combat drones now, telegraphed by a 0 damage prompt (not intentional :/ )
- All drones dodge values readjusted, drone dodge is closely tied to actual drone speed now
- Some minor design changes on custom drones, in order to distinguish anti-drones more clearly from regular defense drones
- Crew variants broadly extended; implemented a lot of the styles originally designed for CEPM directly into the game
- Additional layers for certain crew sheets added (Rock eye color, Lanius eye color, Lanius uniform), resulting in more possible variations
- Humans are now Humanoids, representing pan-human species; you will come across people that look different from earthly humans now and then
- Custom names for Abandoned Sectors (aka Lanius controlled) added
- Lanius stations added
- Lanius station event added
- Lanius trade event added
- Empty beacon options for Abandoned Sectors added
- A few fitting Lanius events to some of CEs new sectors added
- Lanius crew can, on rare occasions, be found in a few of CEs custom sectors
- Lanius ships and stations will have AI holograms as part of their crew
- Crew conversations and special outcomes for Lanius crew added
- A few new conversation outcomes for other factions added
- Human and Crystal crewmen special conversation outcome rarity increased
- Crystal crewmen special conversation outcome weapon rarity reworked
- 28 new trade goods for the new sectors added, most of the goods are of the new generic typ (=mainly available as loot or through piracy)
- Onboard Assembly Line can now produce some generic trade goods
- Internal Effector can now target Mind Control and Hacking system as well
- Subspace Scanner can now be used to negate enemy cloaking
- Augment Extension: 3 new augments added
- Internal Effector and Onboard Clone Lab removed
- AEs new ship classes into CEs New Enemy Classes component integrated (means stronger emphasis on the AE classes signature systems)
- Unique layouts for all of AEs new ship classes added
- New station classes for all factions added, featuring AE content
- One new Rebel cruiser class and one Rebel gunboat class added, featuring AE content
- To celebrate the AE release, some pirates have repainted their stations in the colours of Fed C
- CE now mixes AEs new "custom" pirate ship layouts with the regular "commandeered" pirate ship layouts
- Custom pirate ship layouts use a wider array of weapons instead of their ships original faction loadouts
- CEs layout related boss changes reverted for now
- The boss now uses its hard mode layout also on Normal and Easy (subject to change)
- The boss no longer calls in Artillery in phase one (subject to change)
- The boss no longer suffocates its crew and activates a backup drone system in phase three (subject to change)
- Boss Ion number of shots reduced
- Some of AEs new events to CEs new sectors added
- CEs and AEs fleet events merged, both CEs and AEs PDS/ASB hazards can occur in fleet events now (so many abbreviations!)
- Engineering menu is now always available
- Crystal Vengeance can now be engineered correctly
- Reworked the way how Crystal Vengeance is engineered
- Some crew can provide bonuses during engineering now
- Some of AEs new gear can be engineered by certain ships
- AEs modified ship unlock quests no longer give faction augs, to preserve their unique functions for the respective faction ships
- Acid hazard risk/reward and mechanic reworked
- Prolonged acid damage now causes breaches (yep, stuff like this is possible now)
- Radiation events removed, due to some crash related to loading dummy husks with AE (subject to change, I'm trying to bring this back)
- AE Pulsar events to Hazard Sector added
- Sending beam drones on mining duty yields better rewards now
- One more step to full completion of the curator quest added
- Curator quest final reward slightly improved
- Stores in Federation sectors no longer offer free repairs for everyone
- A few new events added
- AE features to some CE events added (damage is sometimes dealt to systems, new crew might have experience)
- Although rouge AI are a great concept, they will all go rogue now...
- Auto Drone Harbors and Auto Drone-Carriers can no longer appear in sector one
- Auto Drone Harbors max drone and weapon power lowered
- Elite Destroyer weapon mount fixed
- Pre fight options for (all?) new AE events added
- Pre fight choices streamlined and reorder to prevent an in-fight game-load related bug
- All of CEs crew killing/removing events got the appropriate clone bay tags
- CE's contend to the appropriate AE OVERRIDE_ lists added
- AE compatible cloak image offset for all CE ship blueprints added
- CE beam impact graphics modified to make them look better within AEs new beam impact animations
- Custom backgrounds for AEs ASB events added
- AEs sector map window modified to have it display CEs custom sector names correctly
- Some minor changes to non-AE player ship loadouts
- CEs new AE related content to AEs player ships added
- Many small fixes
- More typos fixed, this time with lots of help from KeronCyst

- CE Player Ship Vanilla Addon updated; now also reverts all AE player ships to their default loadouts


CE Infinite 1.2
- Some deep space related textlists extended
- AE events to contested deep space sectors added
- Deep space elite variants for new enemies added (excluding pirates, they will fall behind in the endgame)
- Exponential upgrade costs for AE systems added
- Traveling to sector eight gives you a final choice that allows you to continue traveling deep space
- Contested Deep Space can have slightly more empty beacons

Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib

Posted: Sat Apr 05, 2014 12:50 am
by jhmgrose
I'm having trouble loading the game again.

Mod order as follows

Code: Select all

[list]Better Planets and Backgrounds_v1.2.1
FTL Captain's Edition 1.2
CE BPaB Compatibility Patch 1.0
CEPM Battle Drone High Tech Player
CEPM Battle Drone Terminator Enemy
CEPM Crystal Obsidian Player
CEPM Engi High Tech Player
CEPM Human Rogue Black Female [I think player; no tag given]
CEPM Human Rogue Black Male [I think player; no tag given]
CEPM Human Spec Ops White Female [I think enemy; no tag given]
CEPM Human Spec Ops White Male [I think enemy; no tag given]
CEPM Mantis Blue Enemy
CEPM Mantis Dark Player
CEPM Repair Drone High Tech Enemy
CEPM Repair Drone Hight [sic] Tech Player
CEPM Slug Nebula Enemy
CEPM Zoltan Sun Enemy
CEPM Zoltan Teal Player
CE Aditional [sic] Music Addon 1.2
CE Infinite Addon 1.2[/list]
Notes: I eliminated Advanced Battle Systems as I believe the mod is incompatible with AE. I loaded the mod order exactly as I read in the OP.

I don't know if this is an issue with my CEPM mods, because I have not seen it in the mod order, and I still don't know if the Human skins are meant for player or enemy.

Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib

Posted: Sat Apr 05, 2014 1:26 am
by Sleeper Service
The CEPM files might be the issue. You actually don't need them anymore, AEs new RGB colorization system made it possible to integrate the crew variants directly into the game. It should work of you remove the CEPM files.

Also some people had issues with SMM at first. You have to extract it anew for AE or delete the content of the backup folder. If you just copy the mod manager into your new AE folder, it will use old pre-AE backups that mess everything up.

Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib

Posted: Sat Apr 05, 2014 2:56 am
by Qli
Can C layouts be unlocked playing the mod or we need to unlock them in the vanilla version and then run the mods?

Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib

Posted: Sat Apr 05, 2014 3:14 am
by RAD-82
Qli wrote:Can C layouts be unlocked playing the mod or we need to unlock them in the vanilla version and then run the mods?
Yes, C layouts can be unlocked. You just have to use a B layout with Advanced Edition content enabled, and make it to sector 8.

Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib

Posted: Sat Apr 05, 2014 3:24 am
by Qli
CE changes ships loadout tough, so is there a post somewhere describing the modded starts?

(I'm trying to get Engi and Stealth C without throwing my pc from the window).