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Re: FTL Captain's Edition 1.225/Inf 1.225/EL 1.225

Posted: Sun Jun 22, 2014 4:36 am
by fugu
Sleeper Service wrote:CE Endless Loot 1.225 for CE and CE Endless Loot 1.225 for CE Infinite
- "Heavy" and "Wild" can no longer be applied to hull weapons
Those were some of the better weapons, sadly.

I've had an idea for a crew event. When talking to a mantis crew member in a disease sector, why not have the mantis crew go mad and kill a random crew member? Perhaps you could get mantis pheromones in return, as the mantis declares himself the captain of the ship and forces the rest of the crew under his control.

Re: FTL Captain's Edition 1.225/Inf 1.225/EL 1.225

Posted: Sun Jun 22, 2014 6:29 am
by FortunaDraken
I don't know whether or not it's been addressed before in some way (also I'm not on the latest version, finishing up a current run before updating), but strangely whenever I reach the Exit beacon and there's no event, it doesn't register as an empty becon, it'll just say it's the exit one. I guess in a way it's not technically empty, but when there isn't an event behind it shouldn't you get the socialise/make stuff/etc. opportunity?

EDIT: Also the Lanius Instigator's Clone Bay is sitting outside the ship. It's above the bay zone, next to the doors. I'll see if I can kill a few of them to find out if it's still acting like it's in the right spot.

EDIT: Nope, the artillery beam kinda wrecked their hull first. Oops.

Re: FTL Captain's Edition 1.225/Inf 1.225/EL 1.225

Posted: Sun Jun 22, 2014 8:40 am
by Gyrfalcon
Another issue I found was with the Trade Union quest (the one with the three pirates?). I was notified after defeating the first pirate that a quest beacon would appear in the next sector, but when I arrived, no beacon. I found the woman at the tavern at the end of sector 5, fought the first pirate at beginning of 6 and expected to fight the next at 7. I expect it was supposed to work like Curator quest but I was cut short. :( I really wanted to know what the most valuable trade goods in the galaxy was!

Re: FTL Captain's Edition 1.225/Inf 1.225/EL 1.225

Posted: Sun Jun 22, 2014 9:53 am
by FortunaDraken
Hrm. Not too fond of the new Hyperspace thing. I seem to be running out of fuel a lot as it is, so the added tension of not being able to explore enough to regain the fuel needed...dunno. It just doesn't seem to flow as well as the rest of the mod, but that might just be because it's new. On the fence about it right now.

Re: FTL Captain's Edition 1.225/Inf 1.225/EL 1.225

Posted: Sun Jun 22, 2014 10:07 am
by Estel
Sleeper Service wrote: - Distraction Buys removed from the game (mess up fleet delay at start beacon events)
Out of curiosity - what about things like Beacon Access Kit, if used on the 1st beacon in the sector? Does it mess up fleet delays (overwrite it, instead of adding to it)?

As for hyperspace events, I like them very much. Finally, I have reason to buy fuel later than in sector 2 (usually, ended up with tons of spare fuel, without buying it). Which sounds ok, as usually, you need to buy fuel to power up your crafts, right? I think that fuel was not quite as relevant as other things, in FTL (even more so in AE, when stalemate events give you fuel for free, not to mention vanilla FTL things when out of fuel...). Infinite fixed it a little, but now we have viable solution for normal runs.

/Estel

Re: FTL Captain's Edition 1.225b/Inf 1.225/EL 1.225b

Posted: Sun Jun 22, 2014 1:24 pm
by Sleeper Service
Gyrfalcon wrote:I'm experiencing crashes when I try to jump to certain type of sector (This is on 1.222, mind, but I didn't see a fix in the patch notes of 1.225, so I'm reporting it). I think it's the Rebel Stronghold sectors but I'm not certain. I didn't write the name of the sectors down but I'll do so on my next run; just thought I'd bring the issue to your attention first.
Well, knowing the sector name would definitely be helpful.
FortunaDraken wrote: I don't know whether or not it's been addressed before in some way (also I'm not on the latest version, finishing up a current run before updating), but strangely whenever I reach the Exit beacon and there's no event, it doesn't register as an empty becon, it'll just say it's the exit one. I guess in a way it's not technically empty, but when there isn't an event behind it shouldn't you get the socialise/make stuff/etc. opportunity?
I'm pretty sure that only happens on nebula exit beacons. Due to some internal problems these beacons can't call evenet lists. I find that making them empty beacons would just give you a random bonus and you get an empty beacon upon arrival at the next sector anyway so I'll rather leave these beacons as they are. Your crew is busy preparing for the hyper-jump and such.
123nick wrote:hey is there any way to play with the infinite addon without having the insanely increased prices?
Using Endless Loot for standard CE together with Infinite does this, as mentioned below the download link.
Gyrfalcon wrote: Another issue I found was with the Trade Union quest (the one with the three pirates?). I was notified after defeating the first pirate that a quest beacon would appear in the next sector, but when I arrived, no beacon. I found the woman at the tavern at the end of sector 5, fought the first pirate at beginning of 6 and expected to fight the next at 7. I expect it was supposed to work like Curator quest but I was cut short. :( I really wanted to know what the most valuable trade goods in the galaxy was!
I'm pretty sure that this is a vanilla problem, related to nebula generation. Sorry that this depraved you of finishing the quest, but I don't think this is fixable. It happens very rarely though.
FortunaDraken wrote:Hrm. Not too fond of the new Hyperspace thing. I seem to be running out of fuel a lot as it is, so the added tension of not being able to explore enough to regain the fuel needed...dunno. It just doesn't seem to flow as well as the rest of the mod, but that might just be because it's new. On the fence about it right now.
If you want to travel at standard speed you'll need 14 additional fuel during the entire run. Given the various opportunities to gain fuel I find that quite than doable. Hyperspace jumps definitely increases fuel scarcity and require the player re-thing the role of fuel in the game. But they can also give you pretty distinct advantages if you manage your fuel and engines well.
Estel wrote:Out of curiosity - what about things like Beacon Access Kit, if used on the 1st beacon in the sector? Does it mess up fleet delays (overwrite it, instead of adding to it)?
Fleet delays that are called by event tags seem to work well together. But the automated buoy fleet delay seems to override any delays caused by events.


A small update is live. Note that CEs assets are now a stored in a separate download, the CE Resource Pack. This works much like the EL Texture Pack and makes the whole update process a little easier for all of us. The Resource Pack is best loaded before Captains Edition. Unless mentioned in future changelogs you do not have to download the pack again when the CE base mod is updated.

CE Resource Pack 1.225
- Initial release, required for the Captains Edition base mod

CE Update 1.225b
- Lanius Instigator layout fixed?
- CE textures and audio files outsourced to facilitate updating the mod

CE Endless Loot 1.225b for CE and CE Endless Loot 1.225b for CE Infinite
- "Shredder" works on bombs as intended now (fixes Slug A loadout)
- A few missile prefixes can be applied to bombs as well now

Re: FTL Captain's Edition 1.225b/Inf 1.225/EL 1.225b

Posted: Sun Jun 22, 2014 1:39 pm
by Acceleratio
Wow I am curious about those Hyperspace events...
anyway found a new little bug using the Kestrle type c with the license. After sucessfully ... "convincing" (attacking until surendering)a civilian space station (drone trader) I was able to continue the attack after getting accepting the ransom destroing the station and getting extra scrap and the same aux again.

Re: FTL Captain's Edition 1.225b/Inf 1.225/EL 1.225b

Posted: Sun Jun 22, 2014 7:26 pm
by Gyrfalcon
Sleeper Service wrote: Well, knowing the sector name would definitely be helpful.
I finally found one in the latest version.

"Free Bot Zone"

I also suspect the Federation Controlled sectors aren't working either. You should check em' out.

Re: FTL Captain's Edition 1.225b/Inf 1.225/EL 1.225b

Posted: Sun Jun 22, 2014 8:23 pm
by Mantonio
Not quite sure if this is the right place for it, by trying launch the mod manager results in some sort of Java crash.

I try and launch the application, it runs and then crashes too fast for me to read what it says, and a .txt file with the name of 'hs_err_pid4460' is created. I've copied its contents to http://pastebin.com/x0W10xZX.

This is rather confusing because the last time I used it (a couple of weeks ago at most) it was working fine, and nothing that I know of has changed with my computer since then.

Re: FTL Captain's Edition 1.225c/Inf 1.225/EL 1.225b

Posted: Sun Jun 22, 2014 10:56 pm
by Sleeper Service
You might want to post that in the SMM thread.
Gyrfalcon wrote:I finally found one in the latest version.
"Free Bot Zone"
I also suspect the Federation Controlled sectors aren't working either. You should check em' out
Nice catch, I think I got that fixed now.

CE Update 1.225c
- Fixed a crash related to AI sector store events
- Fixed a crash related to Revel sector store events