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Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Wed May 21, 2014 12:15 pm
by Saizew
Sleeper Service wrote:I did not find any other sites with limitless download bandwidth and reasonable amount of cloudspace so far.
What about http://www.nexusmods.com/fasterthanlight/? ?

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Wed May 21, 2014 12:29 pm
by R4V3-0N
Saizew wrote:
Sleeper Service wrote:I did not find any other sites with limitless download bandwidth and reasonable amount of cloudspace so far.
What about http://www.nexusmods.com/fasterthanlight/? ?
Nexus for FTL EXISTS?!?!?


Someone should make that the main FTL mod website.... I mean it's so much better then having over 20 different download websites as it confusses people, also how sometimes the folder is a ZIP, rar, .ftl, etc....

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Wed May 21, 2014 3:50 pm
by Estel
Sleeper Service wrote:I'm aware that mediafire is not an optimal hosting site but unless anyone suggests a feasible alternative, you'll be stuck with it. I did not find any other sites with limitless download bandwidth and reasonable amount of cloudspace so far.
*distant howls* Toooooorent, toooooorent!
Although, I understand that it require seeding first, which may be not optimal for you. Or it doesn't - mediafire and torrent combo resulted in me checking torrent availability - usually, at least 20 people were seeding already, which meant better speed than in mediafire by a factor of 2, at least. In unlikely case that no one was seeding, I grabbed mediafire file myself, and started seeding immediately, pointing torrent to downloaded file.

Although, we're getting a little side-topic'ed here, as mediafire, while temperamental, isn't *that* bad. Even for me, who doesn't use add-block. Although I'm not best example, as I use no-script and selective scripting whitelist. Which does the same as add-block + triple as much, without pestering with downloading any 3th party lists ;)

/Estel

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Wed May 21, 2014 8:20 pm
by CoryStarkiller
R4V3-0N wrote:
Saizew wrote:
Sleeper Service wrote:I did not find any other sites with limitless download bandwidth and reasonable amount of cloudspace so far.
What about http://www.nexusmods.com/fasterthanlight/? ?
Nexus for FTL EXISTS?!?!?


Someone should make that the main FTL mod website.... I mean it's so much better then having over 20 different download websites as it confusses people, also how sometimes the folder is a ZIP, rar, .ftl, etc....
The Nexus opened its doors to all games a few months ago.

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Thu May 22, 2014 1:03 am
by fugu
I've found a bug with the Hull Ripper prefix when applied to adaptive beams. When adaptive beams reach their max, say, 3 damage for an adaptive beam II, the damage multiplier is only applied to its starting damage. So when an HR Adapt. Beam II hits a system-less room, it only does 4 damage instead of 6.

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Thu May 22, 2014 3:16 am
by Estel
Well, correct me if I'm wrong but AFAIK it is still the first victory on CE and "Hard" difficulty level that we know about:
http://s13.postimg.org/hkfr2p347/ce_hard.jpg

What a super-hyper upgraded Red Tail (with all systems and weapons one can dream about) wasn't able to do, was done by only moderately equipped Mantis B aka TheShipThatMostPeopleCryAboutBeingUnderPoweredInCE, aka TheInFactMostPowerfullShipInFTLCeOrVanillaDoesntMatterAsSoonAsYouManageToGetPastFewStartingSectors ;) If you still think boarders are underpowered in CE, take a look at this winner equipment, and ask yourself, what any other ship would be able to do with so laughable weapons (BTW, adaptive was bought in Sector 7, replacing Hasta, and Artemis missile - the one that Kestrel starts with - on sector 6, replacing... Leto.). Sure, it was a lucky "barely" win (I managed to avoid damage at 2x last boss superweapon outbursts, a single stray hit would send me into the all-to-known junkyard)

Anyway, to make boarding anyone and everyone a piece of cake, I installed hacking system, which in 90% of cases was used to hack enemy's medbay, after luring full enemy staff there, by sending Mantises there. After activating hacker, as you may imagine, it was a quick bloody bath, even bigger than average episode of GoT ;) Via the same method - just after destroying Ion and Beam - I've eliminated crew of Flagship in phase 1. Crew of countless Rebel Cruisers and battleships meet the same fate on the way through all 8 sectors.

Ah, the thing important to mention is that I've bought Zoltan Bypass unit in sector 7, which helped greatly in phase 3 (and "helped" seems like an epic understatement, I suppose, considering how long it took me to neutralize zoltan super-shield, even without saving rockets). BTW, the first attempt at phase 3 started with Flagship disabling my - of course - teleporter, so I jumped away (leaving flagship to happily pound Fed base a little), and returned, this time getting shield weakened, as seen on picture. Anticipation boss fight, I've produced something like 35 rockets in various beacons of sector 7, via ammo manufacturer (it was a nebula, so many empty sectors), which I was carrying with me since sector 5, almost not used before.

All in all, the final fight was a tough one, but the whole run almost relaxing - to the point that I was almost certain that I can't win it, as it goes too smooth.

Thank you, Sleeper (and all people credited) for creating CE and making a win on hard the thing that *really* feels like an achievement!

Image

Cheers,
/Estel

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Thu May 22, 2014 2:57 pm
by gr3yh47
Thank you so much for this incredible mod. I love it!

created an account here just so i could post a crash report

slug cruiser, second section of nebula deep space, crashed jumping to a beacon.

picture: http://i.imgur.com/omEyZIw.png

details:

the picture is after i reloaded my crash save and successfully made the same jump that crashed the game

the game initially crashed jumping from 1 to 2

2, 3, and 4 were nebulas before the crash, after reloading they were not. the other nebulas pictured on the map i believe were not nebulas prior to the crash.

after the crash i reloaded and successfully jumped, and the mantis convoy event occurred.

my executable is patched with the large address aware program. I used 64 bit Java for slipstream mod manager when i initially installed the mods.

mods installed (shown in order patched) : http://i.imgur.com/oO9wzcA.png


event log entry:

Code: Select all

Log Name:      Application
Source:        Application Error
Date:          5/22/2014 10:32:41 AM
Event ID:      1000
Task Category: (100)
Level:         Error
Keywords:      Classic
User:          N/A
Computer:     (computername)
Description:
Faulting application name: FTLGame.exe, version: 0.0.0.0, time stamp: 0x53466ff2
Faulting module name: ntdll.dll, version: 6.1.7601.18247, time stamp: 0x521ea8e7
Exception code: 0xc0000005
Fault offset: 0x0002e17a
Faulting process id: 0xdb8
Faulting application start time: 0x01cf75c4dd5deef4
Faulting application path: (ftldirectory)\FTLGame.exe
Faulting module path: C:\Windows\SysWOW64\ntdll.dll

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Thu May 22, 2014 3:03 pm
by Estel
gr3yh47 wrote: 2, 3, and 4 were nebulas before the crash, after reloading they were not. the other nebulas pictured on the map i believe were not nebulas prior to the crash.
Indeed - I have noticed that after recovering from the crash, nebulas close to player stay the same, but regions further away (de-)nebulae'ize randomly. I haven't checked if it can happen with normal save+quit, too. Might be worth mentioning to FTL devs as a bug.

/Estel

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Fri May 23, 2014 11:49 am
by Biohazard063
Hey all,

No bug report this time, just a quick question.

There's been some chatter on my channel proclaiming the following.
1. When playing with vanilla ships loadout, the artillery system will always be just the beam (except for fed-C)
2. EL shouldn't be used without Inf as it is to OP otherwise

So is any of this true? I have no reason to distrust the persons saying this but I would like to try out the artillery and wouldn't really want to wait untill I've done a rn with every C-layout on vanilla load outs.

Re: FTL Captain's Edition 1.215/Inf 1.215/EL 1.215

Posted: Fri May 23, 2014 12:20 pm
by Sleeper Service
Biohazard063 wrote:When playing with vanilla ships loadout, the artillery system will always be just the beam (except for fed-C)
The Vanilla Player Ship Loadouts Addon has been updated to equip all player ships with the respective artillery. That should work just fine.
Biohazard063 wrote:EL shouldn't be used without Inf as it is to OP otherwise
EL was designed with Infinite in mind, the version for normal CE exist because people kept requesting it. I don't know how you'd define OP, but with EL there is a very huge amount of good and bad gear and a chance that you either get stuff that is more underwhelming or more powerful than vanilla gear. It also depends on if you disable EL weapons for enemies with the Vanilla Enemy Loadout addon or not. Enemies equipped with EL gear will become significantly more unpredictable.
Estel wrote:Indeed - I have noticed that after recovering from the crash, nebulas close to player stay the same, but regions further away (de-)nebulae'ize randomly.
Hm very odd. There definitely is some crash related to normal nebula, but I have yet to find out which event or event outcome causes it. No luck so far. :|
Estel wrote:Well, correct me if I'm wrong but AFAIK it is still the first victory on CE and "Hard" difficulty level that we know about:
http://s13.postimg.org/hkfr2p347/ce_hard.jpg
Congratulations! I'll have to make these achievement icons at some point... :D I got destroyed with that ship on normal phase II the other day, but I failed to decide on a proper loadout, bought the artillery just to test it and did not dedicate to it. But yeah, still a fun ship.