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Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Mon Apr 07, 2014 1:44 pm
by Sleeper Service
Logodum wrote:This mod is great, but I can't find the new AE stuff. I played about 5 games, all to sector 8, and I only seen the new systems on the Flagship and Lanius ships. The only new weapons I have seen, was the chain laser and ion stunner, but never found the new weapons on enemy ships.
Might just have been bad luck so far. AEs content is added to all the list and I come across it now and then. The amount of other gear that CE adds will decrease the probability of encountering actual AE vanilla gear, but the there are already new CE weapons that make use of the same mechanics. Even in vanilla you will not encounter AE weapons on enemies to often from my experience. I had sectors where I did not see any new weapons. Some factions also get less AE guns than others in vanilla, and in CE as well.





Meanwhile, RannI got the tag modder finetuned and we have a first CE Endless Loot release:

From the OP:
Download CE Endless Loot Addon 0.9 (beta) (MediaFire)
Optional subaddon for CE infinite. This introduces procedural content generation to FTL and currently adds over 8000 (!) weapon, drone and enemy variants to the game. Powered by RannI software. Details below. Install with Slipstream Mod Manager. Requires the Captain's Edition base mod and the CE Infinite Addon. Has to be loaded after Captains Edition and the addon to work. Best loaded last, after any other mods you are using.

Download CE Non-EL Enemy Loadouts Addon 1.0 (Mediafire)
Recommended. Reverts changes that CE Endless Loots makes to enemy loadouts (Classic and AE) and prevents enemies from using procedurally generated gear. If you do not use this, enemies will become way more unpredictable. Has to be loaded after Captains Edition and Endless Loot to work properly.[/b] Install with Slipstream Mod Manager.



This is a completely functional build, it just misses the visual modifications for now. But please keep in mind that this is still a beta. The procedural generated content is designed for CE Infinite and will never be as balanced as hand crafted gear. You will come across gear that is more powerful than vanilla stuff and a you will find weapons that are pretty horrible. Just like in usual loot based games. A few of the generated weapons might also be very similar to other existing weapons. Please feel free to share your any feedback you have. I'd specially like to know if some descriptions are faulty or if some prefixes do not work as intended. Note that descriptions might sometimes exceed the item card window, that won't be avoidable all the time.

Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Mon Apr 07, 2014 1:46 pm
by DoryDAs
Hi,

Okay I'm still getting the error message: rapidxml.hpp

I have freshly installed FTL:AE, then freshly installed Slipstream then attempted to patch.

This is the console durring patching: Image

Then the error.

Regards

Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Mon Apr 07, 2014 2:00 pm
by Sleeper Service
Hm, I don't know. Maybe inquire in the SMM thread? The CE build itself is working.

Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Posted: Mon Apr 07, 2014 3:57 pm
by allanpike
Estel wrote:RTF first post and load them in correct order? also, RTFM of Slipstream mod manager, and proceed to properly delete old backups of FTL before installing new version/updating, then, reinstall again?
How about you STF and stop thinking I'm an idiot?

I HAVE read the posts! I have deleted the old backups of FTL before reinstalling, which is why I can play with CE at all! As for the order?
Better Planets and Backgrounds
FTL CE
CE BPaB patch
CE Music Addon
CE Infine Addon

So if someone could give me some actual advice and help, and not be a total douchebag, I'll be grateful

Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Mon Apr 07, 2014 4:02 pm
by rannl
Sleeper Service wrote:
Logodum wrote:This mod is great, but I can't find the new AE stuff. I played about 5 games, all to sector 8, and I only seen the new systems on the Flagship and Lanius ships. The only new weapons I have seen, was the chain laser and ion stunner, but never found the new weapons on enemy ships.
Might just have been bad luck so far. AEs content is added to all the list and I come across it now and then. The amount of other gear that CE adds will decrease the probability of encountering actual AE vanilla gear, but the there are already new CE weapons that make use of the same mechanics. Even in vanilla you will not encounter AE weapons on enemies to often from my experience. I had sectors where I did not see any new weapons. Some factions also get less AE guns than others in vanilla, and in CE as well.





Meanwhile, RannI got the tag modder finetuned and we have a first CE Endless Loot release:

From the OP:
Download CE Endless Loot Addon 0.9 (beta) (MediaFire)
Optional subaddon for CE infinite. This introduces procedural content generation to FTL and currently adds over 8000 (!) weapon, drone and enemy variants to the game. Powered by RannI software. Details below. Install with Slipstream Mod Manager. Requires the Captain's Edition base mod and the CE Infinite Addon. Has to be loaded after Captains Edition and the addon to work. Best loaded last, after any other mods you are using.

Download CE Non-EL Enemy Loadouts Addon 1.0 (Mediafire)
Recommended. Reverts changes that CE Endless Loots makes to enemy loadouts (Classic and AE) and prevents enemies from using procedurally generated gear. If you do not use this, enemies will become way more unpredictable. Has to be loaded after Captains Edition and Endless Loot to work properly.[/b] Install with Slipstream Mod Manager.



This is a completely functional build, it just misses the visual modifications for now. But please keep in mind that this is still a beta. The procedural generated content is designed for CE Infinite and will never be as balanced as hand crafted gear. You will come across gear that is more powerful than vanilla stuff and a you will find weapons that are pretty horrible. Just like in usual loot based games. A few of the generated weapons might also be very similar to other existing weapons. Please feel free to share your any feedback you have. I'd specially like to know if some descriptions are faulty or if some prefixes do not work as intended. Note that descriptions might sometimes exceed the item card window, that won't be avoidable all the time.
Just wanted to thank Sleepy for the credits, and mention that if any of you modders might want to use the procedural content generator, just say the word and I'll release the tool.

Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Mon Apr 07, 2014 4:05 pm
by TheThirdNexus
Would there be any possibility of getting the new crew images on their own, without CE?

Re: FTL Captain's Edition 1.201 / CE Infinite 1.201 for AE

Posted: Mon Apr 07, 2014 6:23 pm
by Estel
Mr. Mister wrote:(note: haven't played AE yet, but I suspect the hull damage is the same and AoE only applies to system and crew damage and fire/breach chances).
Not exactly the case, as it's not real AoE - it's rather AoT ("Area of Targetting"). You only set a biiig (bigger than 2x2 room) targeting circle, and game randomly pick regular (small) impact locations from the number of projectiles your flak shots. Think about shotting sawed-off shotgun, but with only few actual pellets inside (3, 4,5, or 7, depending on weapon) - despite big circle where your pellets *may* land, they will actually leave only few, relatively small holes.

For all ships except central rooms of bigger ones (like reb cruisers/flagship), it means that you actually have chance to miss (for smaller ships and rooms, it's BIG chance), if your "pellet" land outside actual room. Just like, when shotting with real swarm weapon - swarm rocket or laser, in case of FTL - part of your payload may hit, while other will inevitably miss the target.

Now, the working of swarm rockets/lasers pre AE are "everything or nothing" - you either get full hit, or none at all. Quite unrealistic, but it was best that we had to emulate swarm effects by graphic and stats. Now, we have fully working system for exactly this thing in FTL itself, thats why I was so enthusiastic about making it coherent, and integrating every swarm/scatter into same mechanics (keep in mind, that any OP can be easily balanced, by number of projectiles and their power/penetration power/etc).

But, I also understand Sleeper's argumentation, and he is the boss - as they say in my country "Rome have spoken, case is closed" ;) Not that I particularly dislike pre-AE swarm mechanics anyway (if you remember, I was defending it many times, actually, against accusations of it's OP against player) - my whole point was made, mostly, because it really seems off and unnatural for it to co-exist with new mechanic side by side.

/Estel

Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Mon Apr 07, 2014 10:24 pm
by Saizew
Has anybody else also noticed, that the new AE augmentatiom "Distraction Buoys" interferes with the pursuit delay of CE Infinite when jumping into a new sector? Total amount of delayed rounds should be cumulative. Instead, the Rebells progress faster...

Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Tue Apr 08, 2014 12:52 am
by CoryStarkiller
http://imgur.com/ZeosHr0

My installer for CE Endless Loot doesn't go any further than this. I have left it running for over 15 minutes and it doesn't do anything new.

It patched just fine with SlipStream without the CE Endless Loot.

Any solutions? Any other information you need from me?

Windows 7 x64

Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)

Posted: Tue Apr 08, 2014 1:23 am
by Sleeper Service
Hm, it does work for me. Anyone else got this problem? I got this specific error before, because Slipstream right now is the bottleneck for this mod. It can not patch unlimited amounts of blueprints into the game. But we tuned the amount of gear down because of that and especially with an 64 bit system it should work. Someone got it to work so far?
Saizew wrote:Has anybody else also noticed, that the new AE augmentatiom "Distraction Buoys" interferes with the pursuit delay of CE Infinite when jumping into a new sector? Total amount of delayed rounds should be cumulative. Instead, the Rebells progress faster...
Yeah, seems that is the case. They will become unavailable with Infinite then.
TheThirdNexus wrote:Would there be any possibility of getting the new crew images on their own, without CE?
You can do that by outsourcing the crew blueprints and the stuff in the people folder the mod currently uses.