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Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 12:49 am
by Saizew
Sleeper Service wrote:Sorry for that, crashes should be fixed now.

CE 1.207b
- Fixed global crashes caused by a missing event tag
(...)
No need for an apology. Only those don't make any mistakes who don't produce anything useful. ;)
We have to thank for your work, efforts and for this quick response.

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 12:55 am
by Drek
Hi,

could you please move the changelog in the first post from the bottom to the top?
You have there too much great content :D

And thanks for the great mod.

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 1:51 am
by Backdraft99
Love the work that you have put into this mod, I'm surprised that you have any time on your hands. Keep up the great work.
Side note: Swag weapons...really? :lol:

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 2:11 am
by Saizew
@Sleeper Service

Hate to bother you again. 8-)
There seems to be something wrong with the EL 0.97. Same unspecified Runtime-Error as before.
1.207b & Inf 1.207 only load fine. Adding 0.97 causes the crash. Have also re-downoaded the file several times in case of corrupted download with the same result.

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 2:27 am
by Himynameisbob
Idk if its a bug or not for CE Infinite, but whenever I reach the exit and go to the next sector using 1 fuel, it always brings me to the crystal sector with the quest in it. This is kind of annoying if I don't have 10 fuel and i'm wondering if there is a way to fix this?

Re: FTL Captain's Edition 1.207/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 4:03 am
by Estel
Sleeper Service wrote:OK here we go, 1.207 brings another set of small fixes, as well as some awesome new ship hulls made by R4V3-0N.
(...)
Ehm, well, that is just me screwing around with the player behind the scenes. I basically want this event to deal more damage to your engines, so you have to sit out more flares. But I don't want the event deal that much damage to your hull, so I have the event repair some of the damage target to engines. I guess that appear kind of odd because the player gets this big numbers that tell what is going on, so I might change that again...
Thanks a lot for new update and quick fixes for reported things :) Although, "The Ultimate Evil" never sleeps, so I have a new burst report for you, at the end of the post ;)

As for that sun event, doesn't in result for a chance to get killed by 1st high damage, before even having chance to get healed in next screen? Or, you won't get blown up until event end, so in such situation player would still wind up with net 1 hull left? If the later is true, the I see no problem with seeing those numbers, and your idea with higher damage to engines is great. I remember it damaging two systems - can't remember what was the 2nd one, but if isn't about doors, I suggest it now - it would allow fire from damage/flares to spread, creating another challenge, especially on Mantis ships ;) Not to mention lack of venting... And it's even logical - our airlock just barely survived being torn away, so door system could get damage.

The only drawback I see is that you can, occasionally, get a bug report about it from someone who isn't here from start or doesn't read thread so religiously.
Sleeper Service wrote:Uhm, I guess it is? Not sure if the unpacker has its processing limits, but it might be possible. Does not make the mod more convenient to use though.
Features over convenience! :D :lol:
Sleeper Service wrote:And the effect is actually not that noticeable. Even just with single prefixes applied, you are quite unlikely to find the same weapon twice within several playthroughs. But it sure would be cool if we could get the stuff in somehow. Another problem is that we don't have an perfect plan yet for how to handle visuals with multiple prefixes. Probably one prefix would have to dominate that...
Wasn't rannl (or karto) suggesting, that using replacing files instead of .append would go around this problem? No idea how hard/easy it would be to do from your (creator of mod) perspective. Or maybe some script for packer/unpacker, that would perform operation after everything is set up? I'm just wondering what options we have here, it would be sad to throw away multi-prefix idea due to limitations of mod manager, not game itself. Unless karto manages to cook something ingenious, but I'm not sure if java isn't limiting him here (god, how I hate that (java) programming environment!).
---

Anyway, Burst Torpedo Flak BugGun charged, already!

1. This station here (from event, where we meet civilian station that was hit hard by the war and want to buy drones from us):
http://s21.postimg.org/7dynf6er9/need_d ... tation.jpg

...developed nasty habit of pretending to be ship, as seen on picture. Well, after 15 minutes of teleporting back and forth and mind-controlling last surviving rock to make him destroy systems (then repair them, after MC timeout) - just to force surrender without wasting last two rockets - seeing station to develop hidden engines and jump into FTL made my crew a very sad slugs. In fact, made them look almost like escargots ;) (Severity: Medium)

Speaking of which - I trust you on word that chances for it are not as high, but again and again, roughly 60% of attempts to betray truces on ships end up in inability to do so. Probably i just got unlucky with tosses here, but through *countless* playthroughs, it still feel as happening too often, objectively. If anyone ask me, I suggest lowering (a little) global chances for failed attempts to break truces, again.

2. Re-fueling and "filled with hundreds of repair drones" stations *still* doesn't even offer chance to break truce. I remember reporting it ages ago, and even vaguely recall that you agreed on it not being a threat to balance of [strike]universe[/strike] game, as their surrender result in something like 3 hull repair points or 3-5 fuel (equivalent of 6-10 scrap, at most, 9-12 in late parts of game, when repair and fuel is more expensive) - so, I guess fix for it just got overlooked during AE-related releases :) (Severity: Medium)

3. What happened to resources reward during that quest (this exact case was while using slug blue option)?:
http://s8.postimg.org/hjyr5vbib/reactivated_engi.jpg

I remember that - at least, while using blue choice, as above - it resulted in reactivating Engi *and* scrap from his ship's wreckage (quite logical outcome, BTW). Was it changed? Or getting "only" engi was always a possibility, and I just got such result for the first time, from a pool of encountering it more than hundred times, already? (Severity: Minor

4. This option (and whole stray of "meeting refugees", at least in cases, where they offer resources, not services):
http://s7.postimg.org/ocicf4bjd/need_pirating.jpg

...could use option to pirate them, I think. (Severity: Minor)

5. This poor mantis here ended in "Sealed for Life" position :lol: :
http://s29.postimg.org/6a904xbxh/locked.jpg

(Severity: Minor)

6. Now a purely cosmetic thing - "Bloody red like this one"? :lol: (not sure if you have any control of color variant, that can appear during this event?):
http://s13.postimg.org/htk9ij9tx/blood_red.jpg

/Estel

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 7:07 am
by rannl
Hey there fellow captains.
I've finally encountered an FTL CEi playthrough on YouTube which also show cases EL (pre image addition).

http://www.youtube.com/watch?v=zvGlsyBnGP4

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 8:23 am
by Lolernaut22
I have this problem where I load up Captain's Edition, no other mods, the loading bar fills up then freezes when full. My game is stuck and won't quit unless I open a task manager. Any help please?

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 8:27 am
by rannl
Lolernaut22 wrote:I have this problem where I load up Captain's Edition, no other mods, the loading bar fills up then freezes when full. My game is stuck and won't quit unless I open a task manager. Any help please?
The previous version of 1.207 had this problem. The new 1.207b should fix this.

Re: FTL Captain's Edition 1.207b/Inf 1.207/EL 0.97

Posted: Sat Apr 26, 2014 8:39 am
by CoryStarkiller
Saizew wrote:@Sleeper Service

Hate to bother you again. 8-)
There seems to be something wrong with the EL 0.97. Same unspecified Runtime-Error as before.
1.207b & Inf 1.207 only load fine. Adding 0.97 causes the crash. Have also re-downoaded the file several times in case of corrupted download with the same result.
I can confirm that I am having the same problem.
Everything else installs and runs properly.

Tried redownloading all the mods, verifying FTL's Steam cache, and reinstalling from scratch.
EL 0.97 is the only thing causing problems.