Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE
Posted: Sat Apr 05, 2014 11:56 pm
Yeah you are right, I mixed up that download link. It's fixed now.
Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
Still crashes for me, am I just missing something? I deleted data.dat.bak and resources.dat.bak, but Slipstream created new ones, and it still crashes. Any solution?ahmedoo wrote: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.
When you wipe the backups, you need to make sure that the version of FTL is correct. Reinstall the game before running SMM to make it get a backup of the vanilla AE files and not what was there before.MedicRules41 wrote:Still crashes for me, am I just missing something? I deleted data.dat.bak and resources.dat.bak, but Slipstream created new ones, and it still crashes. Any solution?ahmedoo wrote: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.
That should be fixed with 1.201Estel wrote: 2. Nebula black market trader (as mentioned earlier) have buggy visuals for its special equipment list - probably due to new way fuel/scrap/missiles/drones gain/loss due to events is shown. It looks like this:
I'm not an expert for visuals and I don't feel like it is such big of a problem. Looks like the problem with the ASB projectile is that it is rely small to begin with and then gets stretched to become way bigger. I don't really know what to do about this and if it is even possible to do something. I leave that to the visual modders of greater skill.Estel wrote:... looks super-ugly.
In general, I will not rewrite any pre-AE weapons to feature AE stuff. I want to maintain the content generation and feel like the existing weapons work well as they are. Id rather make new weapons with the new features, just like the defs did not just put the charge feature on their regular lasers. The weapons you have suggested are already in the mod by the way, as new weapons (Scatter Flak, Missile Flak).Estel wrote:I think that scatter lasers should be re-written
I'm actually fine with how these weapons behave. Also I'm not making a balance mod here.Estel wrote:Chain weapons (the ones that get reduced cooldown the more they shoot) are nice idea, but its implementation is screwed and they're totally unbalanced, currently. They're chaining too fast - For example, for chained dual laser (one in starting equipment of Lanius ship A), cooldown reduced from 16 to 7 after just 3 shots is a joke. I think that it would balance them much (and make them more interesting as tool for longer battles), if it would take muuuch more shots to achieve shorter cooldown, by smaller parts every shot. So, in this case, 15 seconds after shot 1, 14 second after shot 2, etc, all the way down to 7 seconds.
I doubt that this is possible and it is a little hard to test. Maybe someone finds out.Estel wrote: I'm really disappointed by lack of unlock quest for Lanius ship, thats cheapCould CE fix it? I understand that you can't make ship "unlockable" via quest - I mean, only, an interesting quest that explains unlocking Lanius ship in a lore-friendly way, a multi-segment one, similar to vanilla unlock quests. It would be our personal, non-recorder achievement, to get it
Not in a way that they appear in the hanger under the C tab. But I'm pretty confident that someone will make a Lanius C at some point, and there just was this violet crystal ship that was also designed as a C variant.Estel wrote:8. Same disappointment as above apply to lack of layout C for Crystal and Lanius ships. Is it moddable?
Will do, thanks for the tip. I'll edit when results come in.slowriderxcorps wrote:When you wipe the backups, you need to make sure that the version of FTL is correct. Reinstall the game before running SMM to make it get a backup of the vanilla AE files and not what was there before.MedicRules41 wrote:Still crashes for me, am I just missing something? I deleted data.dat.bak and resources.dat.bak, but Slipstream created new ones, and it still crashes. Any solution?ahmedoo wrote: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.
Yea, noticed the new ones, which made me even more surprised, that the old ones remains unchangedSleeper Service wrote: In general, I will not rewrite any pre-AE weapons to feature AE stuff. I want to maintain the content generation and feel like the existing weapons work well as they are. Id rather make new weapons with the new features, just like the defs did not just put the charge feature on their regular lasers. The weapons you have suggested are already in the mod by the way, as new weapons (Scatter Flak, Missile Flak).
Because - following example of 16 second dual laser, that after 3 shots reload in 7 second - it's basically a 7-seconds reload weapon for all intent and purposes, apart from first few fights in sector 1. Everywhere else, fights take *much* longer than first 3 volleys, and player can, generally, forget about the first, higher cooldown digit. And, frankly, those 7 seconds for 90% of fight IS overpowered, as hell. Played with this weapon and blowed everything way too easy.Sleeper Service wrote:Why do you think this cool down reduction too fast?
Just to be sure, that we're talking about same thing - I mean perfectly "normal" multi-stage quest (like the Curator one is, multi-staged), that would fit the lore, give some reward, and write about how you got a Lanius ship possessed, for Federation fleet. Again, I'm *not* talking that it should unlock Lanius ship in hangar, or give it a "Q" achievement - it would be for our lore-geeky pleasure and personal satisfactionSleeper Service wrote:I doubt that this is possible and it is a little hard to test. Maybe someone finds out.
I sincerely hope so.MedicRules41 wrote:Will do, thanks for the tip. I'll edit when results come in.
On an aside, to whoever said it, I've also noticed that the forums are running extremely slow. Any reason? Is it just the unusual workload?