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Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Mon Jun 30, 2014 5:19 pm
by Russian Rockman
Sleeper Service wrote:The "Uncalibrated" prefix changes the weapon into BURST type. As fugu mentioned the weapon works as intended, the auto description just cant deal with BURST type weapon that have more than one in <shots>. It always displays the amount of shots fired in one burst, not the total amount.
Yeah, but what I was saying is I don't think you have to change it to Burst in order to give it a Radius. For example, Charge missiles have a radius but they are not Burst weapons. Then the number of projectiles might be displayed correctly.

Also, do you you have a "replicating" prefix yet? It could make bombs and missiles cost no ammo, but they could have their charge time doubled. It you already do... Never mind.

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Mon Jun 30, 2014 5:41 pm
by Grani
Could someone help me with patching the game?

I chose the following mods to install (in this order):
CE Resource Pack 1.225
FTL Captains Edition 1.228
CE Additional Music Addon 1.225
CE Infinite Addon 1.225
EL Texture Pack 1.22
CE Endless Loot Addon for CE Infinite 1.226
CE Non-EL Enemy Loudouts Addon 1.225
CE Vanilla Player Ships Loadouts Addon 1.214b

I can patch it this way and play, but I've encountered several crashes already and some other weird bugs like misisng tooltips.
When I try to validate these mods in the Slipstream Mod Manager v1.4, the results seem to have a lot of problems, as follows:

Code: Select all

@ CE Resource Pack 1.225.ftl:
  ---------------------------

~ This mod doesn't append. It clobbers.

@ FTL Captains Edition 1.228.ftl:
  -------------------------------

> data/tooltips.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_interceptor.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_bomber.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/anaerobic_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/crystal_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/anaerobic_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/crystal_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_scout.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events_zoltan.xml.append
~ LF line endings (CR-LF is safest)

> data/sounds.xml.append
~ LF line endings (CR-LF is safest)

> data/events_ships.xml.append
~ LF line endings (CR-LF is safest)

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/events_rock.xml.append
~ LF line endings (CR-LF is safest)

> data/events_slug.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_broodship.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events_pirate.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_assault.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events_rebel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_nebula.xml.append
~ LF line endings (CR-LF is safest)

> data/ce_boss_3_fleet.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events_mantis.xml.append
~ LF line endings (CR-LF is safest)

> data/sector_data.xml.append
~ LF line endings (CR-LF is safest)

> data/newEvents.xml.append
~ LF line endings (CR-LF is safest)

> data/events_fuel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_engi.xml.append
~ LF line endings (CR-LF is safest)

> data/events_crystal.xml.append
~ LF line endings (CR-LF is safest)

> data/events.xml.append
~ LF line endings (CR-LF is safest)

> data/events_boss.xml.append
~ LF line endings (CR-LF is safest)

> data/blueprints.xml.append
~ LF line endings (CR-LF is safest)

> data/events_imageList.xml.append
~ LF line endings (CR-LF is safest)

@ CE Additional Music Addon 1.225.ftl:
  ------------------------------------

> data/sector_data.xml.append
~ LF line endings (CR-LF is safest)

> data/sounds.xml.append
~ LF line endings (CR-LF is safest)

@ CE Infinite Addon 1.225.ftl:
  ----------------------------

> data/blueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/events.xml.append
~ LF line endings (CR-LF is safest)

> data/events_pirate.xml.append
~ LF line endings (CR-LF is safest)

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <mind..."room="8"...>

> data/sector_data.xml.append
~ LF line endings (CR-LF is safest)

> data/events_boss.xml.append
~ LF line endings (CR-LF is safest)

> data/events_zoltan.xml.append
~ LF line endings (CR-LF is safest)

> data/events_crystal.xml.append
~ LF line endings (CR-LF is safest)

> data/events_slug.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rock.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rebel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_nebula.xml.append
~ LF line endings (CR-LF is safest)

> data/events_mantis.xml.append
~ LF line endings (CR-LF is safest)

> data/events_engi.xml.append
~ LF line endings (CR-LF is safest)

@ EL Texture Pack 1.22.ftl:
  -------------------------

~ This mod doesn't append. It clobbers.

@ CE Endless Loot Addon for CE Infinite 1.226.ftl:
  ------------------------------------------------

> data/blueprints.xml.append

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/animations.xml.append
~ LF line endings (CR-LF is safest)

> data/dlcAnimations.xml.append
~ LF line endings (CR-LF is safest)

@ CE Non-EL Enemy Loadouts Addon 1.225.ftl:
  -----------------------------------------

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

@ CE Vanilla Player Ships Loadouts Addon 1.214b.ftl:
  --------------------------------------------------

> data/dlcBlueprintsOverwrite.xml

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->
  ! Fix this and try again:
  org.jdom2.input.JDOMParseException: Error on line 29: The element type "medbay" must be terminated by the matching end-tag "</medbay>".
  ~  ~  ~  ~  ~
  		</clonebay>
  ~  ~  ~  ~  ~

> data/blueprints.xml.append

~ Strict XML Parser Issues:
  ! <shields>...</slot>
  ! Fix this and try again:
  org.jdom2.input.JDOMParseException: Error on line 29: The element type "medbay" must be terminated by the matching end-tag "</medbay>".
  ~  ~  ~  ~  ~
  		</clonebay>
  ~  ~  ~  ~  ~


FTL itself can tolerate lots of XML typos and still run. But malformed XML may break tools that do proper parsing, and it hinders the development of new tools.

Since v1.2, Slipstream will try to parse XML while patching: first strictly, then failing over to a sloppy parser. The sloppy parser will tolerate similar errors, at the risk of unforseen behavior, so satisfying the strict parser is advised.

Anyone up for help? :)


Ahh, and one more thing, are these mods compatible with FTL Homeworld (http://www.ftlgame.com/forum/viewtopic.php?f=11&t=16842)?

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Mon Jun 30, 2014 9:03 pm
by Sleeper Service
Russian Rockman wrote:Yeah, but what I was saying is I don't think you have to change it to Burst in order to give it a Radius. For example, Charge missiles have a radius but they are not Burst weapons. Then the number of projectiles might be displayed correctly.
I doubt it works this way. Swarm missiles definitely are burst weapons.

Code: Select all

<weaponBlueprint name="MISSILE_CHARGEGUN">
	<type>BURST</type>
	<flavorType>Charge Blast Missile</flavorType>
	<drone_targetable>1</drone_targetable>
	<title>Swarm Missiles</title>
	<tip>tip_charge</tip>
	<short>Swarm</short>
	<desc>If given time to prepare, the 'Swarm' launcher can replicate multiple warheads.</desc>
	<tooltip>Charges up to 3 shield-piercing missiles. However it always uses only one missile resource.</tooltip>
	<radius>31</radius>  <!-- was 34-->
	<missiles>1</missiles>
	<damage>1</damage>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>1</fireChance>
	<breachChance>1</breachChance>
	<drone_targetable>1</drone_targetable> 
	<cooldown>7</cooldown>
	<power>2</power>
	<chargeLevels>3</chargeLevels>
	<cost>65</cost>
	<bp>10</bp>
	<speed>45</speed>
	<rarity>4</rarity>
	<explosion>explosion_random</explosion>
	<projectiles>
		<projectile count="1" fake="false">missile_burst</projectile>
	</projectiles>
	<launchSounds>
		<sound>smallMissile1</sound>
		<sound>smallMissile2</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>smallExplosion</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>chargemissile</weaponArt>  
	<iconImage>missile_charge</iconImage>
</weaponBlueprint>
Russian Rockman wrote:Also, do you you have a "replicating" prefix yet? It could make bombs and missiles cost no ammo, but they could have their charge time doubled. It you already do... Never mind.
Yep, that already exists with exactly the effect you described. ;)
Grani wrote:[...] When I try to validate these mods in the Slipstream Mod Manager v1.4, the results seem to have a lot of problems, as follows:
Anyone up for help? :)
Ahh, and one more thing, are these mods compatible with FTL Homeworld (viewtopic.php?f=11&t=16842)?
The problems that SMM detects all originate from copied vanilla stuff. As far as I can tell this does not cause any problems. The build works for me at last. I can't tell if the CE stuff is compatible with FTL Homeworlds though...

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Tue Jul 01, 2014 7:41 am
by Grani
I see, thanks. ;)

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Wed Jul 02, 2014 4:24 am
by Cap'n Jacob
Are you still in need of help with the grammatical issues in the game? I've realized quite a few since I downloaded the mod, and would be happy help you out.

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Wed Jul 02, 2014 7:58 am
by Sleeper Service
Sure, feel free to report any errors you come across. Suggestions on how to rephrase things would be helpful too.

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Wed Jul 02, 2014 6:13 pm
by megatti
When I tried to install this mod, whenever I opened FTL the main menu would be a white screen with barely see-able text, which was the normal "Continue", "New Game" etc. I tried re-installing FTL, the mods, and SMM repeatedly but could never solve the problem. I was also installing the mods in the order suggested on the main post.
So, I looked at what SMM was doing and saw that when it installed the CE Resource Pack it would overwrite Better Planets and Backgrounds's "main_base2" file with its own. I assumed this was what was causing the problem of the white main menu.
After this, I changed the mod order and installed the CE Resource Pack before BPaB, and the main menu was semi-fixed. Semi-fixed because while there was a main menu again, it wasn't CE's main menu, it was BPaB main menu.

Anyway, I was just wondering if this problem was just for my computer, or if it was a problem with the CE Resource Pack itself.

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Wed Jul 02, 2014 6:18 pm
by Estel
Tip:
Read through the first page, especially, the required files, their descriptions, and troubleshooting section.

If you still experience problems afterwards (which I doubt), come back here, this time posting all things required for troubleshooting (and listed in OP).

Cheers,
/Estel

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Thu Jul 03, 2014 12:27 am
by SpaceDux
BUG REPORT:

Ya I still have this problem with the jumps, every enemy jump is a double jump. Even with level 2 engines and 2 fuel spent at the starts. The enemy appears immediately and its jump range is huge for every jump to the point where I can't outrun it if the points are too close together. I tried with Mantis B and Kestrel B same problem.

I made a jpeg with print screens of 8 jumps across two sectors, including entering a medical emergency sector, that starts with a 2 jump fleet delay and the fleet showed up after the first jump, and double jumps after me though the whole sector. The jpeg is too big to attach but I can send it somewhere.

The problem seems to be: Every fleet jump is a double jump, and fleet delays are completely ignored.

HELP!!!!

Many thanks,
SpaceDux

expanded window 1.1
BPAB v1.3.1
CE resource 1.225
Captains ed 1.228
CE BPAB Compatibility 1.0
Aditional music 1.225
EL texture pack 1.22
CE Endless Loot Addon for standard 1.226

All games on HARD

Re: FTL Captain's Edition 1.228/Inf 1.225/EL 1.225b

Posted: Thu Jul 03, 2014 7:31 pm
by Estel
I can't confirm this bug here, also on HARD. No idea what may be causing it in your case :(

I don't use Endless lot for standard CE - maybe try to reproduce issue without it and report back?