Page 241 of 658
Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib
Posted: Sat Apr 05, 2014 11:21 am
by Shokkou
Love the new update for AE. I've gotten a lot of play out of the old versions of CE and Infinite Space and I'm looking forward to having these new ones consume my life just as much. There is one thing I wanted to ask about.
Slow Upgrade Progression
Ship upgrades generally cost much more in CE Infinite and they get exponentially more expensive. You will be forced to travel towards the Federation Base if you want increased scrap rewards to keep up with the rising costs, but if you advance too fast, enemies might overwhelm you.
Is there a possibility of there being an option for this to not be a thing? From my, admittedly limited, experience with it it seems to just make things really grind-y. Granted I was playing on normal. I suppose if I was playing on easy I'd have been rolling in scrap, but on normal it was just excruciatingly slow for me.
Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib
Posted: Sat Apr 05, 2014 11:53 am
by Sleeper Service
I could make this optional, but I consider it a inherent part of CE Infinite. Infinite gameplay does make the game grindy in general from my perspective. But the cost increase actually provides you with something to aim for, at last for the first 30 sectors. One thing often criticized in the original Infinite space was that you max out to fast and then there is nothing left to do. CE Infinite provides a longer way to the top. The exponential cost increase also give incentive to actually progress through the sectors. Remember: If you want to gain scrap faster you just have to travel towards the core worlds more often, which also increases the difficulty. If you stick around lvl 7 deep space for a few sectors you can easily gain enough scrap to max out your ship.
Some tips to get more scrap out of Infinite:
- Trading is still there, and with not much of a fleet threat you can trade without any real penalty, allowing to constantly make some scrap on the side as long as you have cargo space
- That you can explore almost the entire sector does not mean you have to. Quickly traveling to the next deep space region can sometimes be helpful to locate more stores for example
- Choosing when to advance towards the federation base is crucial for constantly bringing in enough scrap, the safer you play it the slower you'll gain scrap
Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib
Posted: Sat Apr 05, 2014 12:10 pm
by Acceleratio
The crashes happen more frequently. I had around 3 in one sector this run but stupid as I am i forgot to write them down.
Il keep you updated in the future. At the moment the player is just forced to avoid these beacons and thankfully the backup from AE saves alot of trouble.
Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib
Posted: Sat Apr 05, 2014 4:22 pm
by Hominghead
Does the Endless Loot part come with the regular CE 1.2? Or only with the CE Infinite?
Leviathan Missile Battery's description is going out of the UI by the way.
Re: FTL Captain's Edition 1.2 / CE Infinite 1.2 (AE Compatib
Posted: Sat Apr 05, 2014 4:40 pm
by Sleeper Service
Endless Loot will come as an additional submod, but will only work correctly with CE Infinite.
Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE
Posted: Sat Apr 05, 2014 9:13 pm
by Sleeper Service
Turned out some features do not work in AE anymore and caused crashes instead. Encased systems seem to cause crashes on ship load now. The enemy layouts that had this feature have been reworked to have regular systems now.
CE 1.201 / CE Infinite 1.201
- Crashes related to ship classes with encased systems fixed, by removing that feature from the mod
- Crashes related to enemy artillery systems fixed
- Player Effector activation sound fixed
- Nebula Arms dealer texts fixed
- One left out event added
Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE
Posted: Sat Apr 05, 2014 10:34 pm
by Trynt33
Hey, I got a problem involving CE with AE, it may be related to how the order is but I want to know.
I keep getting this message whenever I play AE with CE installed
Is there any fix to this?
Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE
Posted: Sat Apr 05, 2014 10:55 pm
by ahmedoo
Yup. Delete buckup files: resources.dat.bak and data.dat.bak in the buckup folder of slipstream mod manager. You have still the old ones from the time before the update.
Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE
Posted: Sat Apr 05, 2014 11:23 pm
by kartoFlane
Sleeper Service wrote:Turned out some features do not work in AE anymore and caused crashes instead. Encased systems seem to cause crashes on ship load now. The enemy layouts that had this feature have been reworked to have regular systems now.
I wrote a
comment about that in the bug report thread on reddit. I don't expect it to amount to much, but hopefully it'll at least put this issue at the back of the devs' minds...
Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE
Posted: Sat Apr 05, 2014 11:26 pm
by Acceleratio
Sleeper Service wrote:Turned out some features do not work in AE anymore and caused crashes instead. Encased systems seem to cause crashes on ship load now. The enemy layouts that had this feature have been reworked to have regular systems now.
CE 1.201 / CE Infinite 1.201
- Crashes related to ship classes with encased systems fixed, by removing that feature from the mod
- Crashes related to enemy artillery systems fixed
- Player Effector activation sound fixed
- Nebula Arms dealer texts fixed
- One left out event added
Oh neat! Thansk for the update Maybe that fixes the problems with the crashes for me. I cant say I miss those encased systmes much

had alot of tough runs today especially mantis type B is amazingly difficult. The only worse would be slug B i guess. Troll engine loved me today though.
edit
Hey Sleeper... could it be possible that you mixed up the downloads? The downloadlink for the CE 1.201 always brings me to 1.201 infinite file.(the small one)
Hm the forum runs awefully slow these days