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Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Mon Apr 14, 2014 11:24 pm
by gammaman
I got an error when I tried to validate the selected mods--Beginning Scrap Advantage 1.1, Engi Scrap Advantage 1.1, FTL Captain's Edition 1.204, and Infinite Space_0.5.3, in that order.
http://pastebin.com/ni58szwy Here's a pastebin of what SMM said. Could someone please tell me what's wrong?
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Mon Apr 14, 2014 11:25 pm
by Saizew
@sleeper service
I like the way you changed the exit-beacon-encounter. Now it really matters whether you get there first.
And also that you are forced to advance to some next sector even if you manage to win the encounter.
Just allow me a quick question on Endless Loot/Non-EL Enemy Loadout since my english seems not to be sufficient:
Why do you recommend using the Non-EL Enemy Loadout especially because (in your words) "enemies will become way more unpredictable" and "This addon makes the game more rich, but also more random"?
/Edit:
Your recommendation on this sub-addon seems a bit contradictionary in my eyes, since everything that makes the/a game more rich, more random by the majority of players imho will mostly be appreciated.
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 1:12 am
by CoryStarkiller
gammaman wrote:I got an error when I tried to validate the selected mods--Beginning Scrap Advantage 1.1, Engi Scrap Advantage 1.1, FTL Captain's Edition 1.204, and Infinite Space_0.5.3, in that order.
http://pastebin.com/ni58szwy Here's a pastebin of what SMM said. Could someone please tell me what's wrong?
You went wrong when you never read the original post. I quoted the part that you should reread and realize that Infinite Space is not compatible.
Sleeper Service wrote:
Compatibility
Note: incompatibility does not necessary mean the game crashes, things might just not work properly.
- Outright incompatible with Balanced Arsenal, New Enemy Classes, Diversity Mod and Infinite Space; Don't use these mods alongside
- Incompatible with most enemy mods, weapon mods, drone mods or event mods
- Currently incompatible with the Corpses mod CE addon, causes crashes
- CE Infinite is generally incompatible with anything that changes the crystal sector
- Most other stuff, specially ship mods and visual mods, should work
[/quote]
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 1:28 am
by Sleeper Service
Saizew wrote:
Why do you recommend using the Non-EL Enemy Loadout especially because (in your words) "enemies will become way more unpredictable" and "This addon makes the game more rich, but also more random"?
IMO in vanilla most player will want to tackle a battle according to how the enemies loadout looks. Depending on enemy gear you might prioritize disarming them or focus on their drones or whatever. But you can not tell what the EL gear does just from looking at the weapons right now. A harmless one shot laser might actually pierce your shields, but when the enemy fires its already too late. The game becomes very punishing when you are at the mercy of unpredictable enemy weapons and adjusting to the enemy load out is a big part of FTL combat tactics, so I don't really intent to randomize the enemy weapons to that extend.
But its just a recommendation of course. If you prefer more unpredictable enemies you can have it. It might even give an interesting challenge, I did not even test that much yet. RannI described it as pretty difficult...
Saizew wrote:Your recommendation on this sub-addon seems a bit contradictionary in my eyes, since everything that makes the/a game more rich, more random by the majority of players imho will mostly be appreciated.
I think read the FTL redit too much, where this is not so much appreciated.

In principle I agree, but being able to predict how enemy weapons will behave makes a huge difference in FTLs combat. So I'm careful there.
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 1:45 am
by gammaman
CoryStarkiller wrote:gammaman wrote:I got an error when I tried to validate the selected mods--Beginning Scrap Advantage 1.1, Engi Scrap Advantage 1.1, FTL Captain's Edition 1.204, and Infinite Space_0.5.3, in that order.
http://pastebin.com/ni58szwy Here's a pastebin of what SMM said. Could someone please tell me what's wrong?
You went wrong when you never read the original post. I quoted the part that you should reread and realize that Infinite Space is not compatible.
Sleeper Service wrote:
Compatibility
Note: incompatibility does not necessary mean the game crashes, things might just not work properly.
- Outright incompatible with Balanced Arsenal, New Enemy Classes, Diversity Mod and Infinite Space; Don't use these mods alongside
- Incompatible with most enemy mods, weapon mods, drone mods or event mods
- Currently incompatible with the Corpses mod CE addon, causes crashes
- CE Infinite is generally incompatible with anything that changes the crystal sector
- Most other stuff, specially ship mods and visual mods, should work
[/quote]
Thank you. I will post again if I have further issues.
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 1:49 am
by DoctahFrank
I really love this mod, kudos for it! I was wondering, when you go to "continue exploring" at the exit, does it create a new sector with the same characteristics (e.g. Zoltan Homeworlds or Rebel Controlled), or can it generate a new type? I wanted to know because I have obtained a crystal crewmember (first time ever

) and I would like to get to the Rock Homeworlds, but I don't want to keep jumping ahead to an actual new sector because I'm not ready for it.
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 1:51 am
by Saizew
Sleeper Service wrote:(...)
But you can not tell what the EL gear does just from looking at the weapons right now. A harmless one shot laser might actually pierce your shields, but when the enemy fires its already too late. The game becomes very punishing when you are at the mercy of unpredictable enemy weapons and adjusting to the enemy load out is a big part of FTL combat tactics, so I don't really intent to randomize the enemy weapons to that extend. (...)
Valid Point.
But since I'm still overwhelmed by the sheer amount of weapons now just only from vanilla+AE+CE i can't merely distinguish even the stuff that is now available. Mostly only the "ground-concept" if it's laser, beam or missile threat...
Will give both a try on my next run... we will see which is more of my taste.
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 2:03 am
by Flypaste
I've not checked if it was reported yet as I'm in a hurry, but random loot hangs when I try to install it. And yes, I followed the recommended load order on the front page.
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 2:32 am
by Saizew
Flypaste wrote:I've not checked if it was reported yet as I'm in a hurry, but random loot hangs when I try to install it. And yes, I followed the recommended load order on the front page.
Also read the stuff about java on 64bit/32bit sytems?

Just a quick guess...
Re: FTL Captain's Edition 1.204/Inf 1.204/EL 0.93
Posted: Tue Apr 15, 2014 2:41 am
by Saizew
@Sleeper service:
Just some more (maybe stupid) questions:
Is there any reason why there is no interaction with slug crew-members on empty beacons?
Maybe code-restrictios?
Haven't checked all other possible races yet since i have a strictly view/taste who should be in my crew...
May i ask on which races interaction are posiible? (Don't know enough on file-structure of FTL/CE to have a look by myself.... )