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Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sat May 10, 2014 8:47 pm
by ahmedoo
There's a link for CE Endless Loot for CE Infinite instead of standard CE.

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sat May 10, 2014 8:56 pm
by Sleeper Service
Thats MediaFires copy link function screwing with me again there... sorry, it should work now.

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sat May 10, 2014 9:56 pm
by Torchwood202
I like this King of Mods sooooo much. I'm always discovering new things to explore... :mrgreen:

To all of you out there, try out the things below. It surprised me, thinking it would just be generic, but It actually is quite entertaining and unexpected... my kind of deal! :ugeek:

Torchwood's list of achievements:
-Find and finish "The Curator" Quest line... the entire quest line. (or at least as far as you can go)
-Actually purchase the On-Board Science Lab, and use it... multiple times. (It's awesome, really)
-Have your Weapons System fully powered with a array of weapons equaling 8 power. (Ok, this one is a bit easy)
-Have Shields AND Engines of full power, fully upgraded. (This one maaaay be challenging)

...and the Super Deluxe Omega Achievement (which I'm not entirely sure is actually possible...)
-Convince the Rebel Fleet to give up the war. (No hints here, sorry! :twisted: )

If you've already completed all of these, lucky you!

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sat May 10, 2014 10:00 pm
by Estel
Sleeper Service wrote:I'm not sure if the problem really is about how much you physically have, I think its more about how much virtual memory is available to FTL.
Correct - using swap space is transparent for system, so unless someone did some silly thing from poorly written optimization guides (disabling swap completely), there shouldn't be a situation when you have "not enough memory" to run EL with texture pack, if one follows advice to allow FTL allocating more.

/Estel

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sun May 11, 2014 4:38 am
by Russian Rockman
Well you've been busy... :D
Sleeper Service wrote: - BA: Seven new weapons added
- Some rare crystal weapons now cause a "heavy lockdown" effect
- Emergency Respirators are Adaptive Gel Suits now and have their effect improved, as well as some blue options added
- Unique ship and station hull images for the rogue AI faction added
- You can now break truce with auto stations
Thanks for putting in some of my suggestions. :) I'm really glad you finally were able to make the Baton and Bo beams by reworking them, and thanks for giving them some system damage too.


On the new weapons:
The Baton Beam's length is extremely small... :? Even the vanilla mini beam has a length of 45 and other mods have given it a length of 55 just to make it easier to aim. This weapon has no shield piercing so if it isn't a focus beam I have to ask, is it intended to have such a small length?
Also, I feel like the "stun beams" weapons could use at least 1 level of shield piercing, but that's just a personal preference.

The Phase Ions and Flak Ions will be very interesting and make it more likely to find ion weapons again, but with a twist. ;) I'm interested in seeing how these handle, I can actually see Phase ions being very useful, I'm perfectly happy with these being a substitute for ion beams. What's your opinion on them? Also, I noticed that there is a sort of ion Artillery in the files... ;) Interesting.....

The "heavy lockdown" effect seems interesting. The explosion looks like it is encasing the whole room including the floor, which is very cool because it makes it seem like the enemy crew is getting trapped by the crystals. When I first read "heavy lockdown" though I thought it was a lockdown bomb that locked down a room for a longer period of time. Would that be possible? Could you make a weapon that locked down a room multiple times by giving it a longer firing animation or something???


On other stuff:
Adaptive Gel Suits sounds like Fantastic 4 a bit. :)

Great job on the AI ships! They are even tinier than the Engi ships. They are a developing "civilization" I suppose. ;) This must have been difficult without Superluminal. And speaking of crystals, did you add any new rare events for them yet, utilizing the Rock C?

I always thought that accepting an AI surrender required a real moral commitment since really it is, "just a computer". Being able to break a truce with it makes it more worth it I suppose though it also makes the already powerful slugs even better. This seemed like a commonly requested feature so while I miss the fact that you had to be insane (or just really nice) to take an auto station surrender, I guess this is for the best.

By the way I've got to say that the Auto Station surrender texts are just perfect. The space kittens one made me die. :lol: Everyone with a soul instantly loves these in let's plays and you can't help but feel guilty when not taking them. Did you write those or did somebody else write them because they are great!

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sun May 11, 2014 7:44 am
by kuffey
Retardedly imbalanced. 4 damage missiles at sector ONE? Are you fucking kidding me? The sheer amount of grinding ANY version, endless or not, takes compared to the normal edition is simply a downgrade. Ships should NOT have 3 different kinds of missiles on them, please consider balancing out the weapons. As of now, if you want to play on any difficulty besides easy, better hope you get a defense drone within 2 jumps. Oh right, half of them reload in 19 seconds.

What's more is the complete lack of balance in general. A ship with a fast firing ion drone and heavy laser in ADDITION to fucking beams and ions on the actual ship? I would expect that on the flagship, not some fucking random encounter in the SECOND sector.

It seems like a bunch of weapons dreamt up within 10 minutes were piled in a creator, then shipped out and randomly assigned to enemy ships. Useless ships with 2 effectors, ships that have above anything a player can fucking hope to get by the sector, etc. I tried my best to enjoy the new material, but I can't considering the fact that usually winning on hard gets replaced by this completely imbalanced enemy ship comp. Maybe when half the added weapons are missiles, you would think to decrease the chance a randomly assigned ship gets each one?

Getting invested in a game just wastes your time when a sector 2 ship with 3 different new missiles strolls by and ends an already struggling run. Might as well not even upgrade fucking shields, with the ridiculous bias towards missiles.

Glad to be uninstalling.

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sun May 11, 2014 8:55 am
by JSTM
I have this problem with few B type ships: Image if I fire the "weapon" the game crashes.
I had some trouble installing the mod too but I went through the instructions and installed 64 bit java to fix patching and I used Large Address Aware.exe to stop FTL from crashing during the loading screen.
This however I can't fix myself. I tried verifying the game files through steam and patching the mods in this order:

Better Planets and Backgrounds_v1.3.1
FTL Captains Edition 1.21
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.203
CE Infinite Addon 1.21
EL Texture Pack 1.0
CE Endless Loot Addon for CE Infinite 1.0
CE Non-EL Enemy Loadouts Addon 1.1

Edit: I narrowed it down to "CE Endless Loot Addon for CE Infinite 1.0". Now I need help to find out why it's corrupting the game files. Also re-downloading all mods didn't help.

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sun May 11, 2014 9:50 am
by Russian Rockman
[quote="Some Douchebag named "kuffey""] BLAH BLAH BLAH
WINE WINE WINE :cry:

"THIS MOD IS SO HARD"!!!
WEAH WEAH WEAH :cry:
SWEAR SWEAR SWEAR

IMMATURITY IMMATURITY IMMATURITY
BAD GRAMMAR BAD GRAMMAR

WINE WINE WINE :cry:
[/quote]


YEAH. TRUE DAT!!! GIVE ME MY FUCKING MONEY BACK SLEEPER!!!!!!!!!!! :twisted: Oh wait... This is a free mod, strange. Why do you seem so pissed then? 8-)

Huh you know what else is weird? %99 of people who try this mod out instantly love it. Before the Advanced Edition came out more people were Let's Playing this mod then normal FTL. And many of them were winning about the same amount of time they would in normal FTL.

The vanilla game is exactly the same as this mod? I guess they made easy mode for people like you, but maybe it's still too hard for the mentally handicapped. The developers should've included an even easier option to make the game accessible to even more people, I agree with you there. Though, I'm just confused why you bought even normal FTL then? :?

It sounds like you just had some bad luck. In normal FTL literally every single enemy up until sector 3 has an Asteria which fires way faster than the 4 damage missiles, you should have had plenty of time to take out the 4 damage missile launcher before it even fired. Then you would have taken no damage as opposed to 1 or 2.

Also, this mod adds about 16 new defense drones, in addition to the vanilla ones, and only 2 of those are the slow firing ones you mentioned. You should google what "half" means, it means %50. OK :D Elementary math time kuffey, 2 / 16 = .125 or %12.5. That isn't half. And that's not even including the rarity levels of the different drones, the long reloading defense drones were only even added to balance the OP defense drones this mod added like the Defense 3 which reloads in 0.25 seconds.

Do you have any idea how much time has been spent making this mod? Everyone else enjoys this mod so maybe you should try it out for more than 5 minutes. Or go find an easier game that takes less intelligence to play, because no one wants to ever see you here again.

Perhaps if you wanted to make yourself useful instead of being a massive pile of redundant protoplasm you could, in a civilized manner, suggest some specific changes you think would make the mod more balanced.

Right now nobody gives a flying fuck about what you think. :P Now please, make like a good little malfunctioning auto-ship and blow up your core.

@ Everyone else: Please nobody else respond to this idiot. I've done it so you don't have to. They're probably just trolling anyway. "Posts: 1" :lol: :lol: :lol:

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sun May 11, 2014 11:59 am
by rannl
Russian Rockman wrote: @ Everyone else: Please nobody else respond to this idiot. I've done it so you don't have to. They're probably just trolling anyway. "Posts: 1" :lol: :lol: :lol:
Well said RR. I already suggested to Sleepy adding a bold, red lettered No Trolling sign on the OP :)

Re: FTL Captain's Edition 1.21/Inf 1.21/EL 1.0

Posted: Sun May 11, 2014 12:39 pm
by R4V3-0N
Well, it's me again, and I am back with another hull. This time it isn't a recolour, but just me filling in the gaps of some enemies in Captains Edition.

Image

I will make the gibs and type B soon, but for now, I just want to tease you guys with the Crystal Station. 8-)

Edit: it is still being worked on, most likely with touch up some areas later on, perhaps your opinions could help.