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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Tue Jul 15, 2014 8:45 am
by Matas160
I installed captains edition and it works, except the infinite addon i patch it in with the mod manager after ce but it doesn't work, can someone help me with this?
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Tue Jul 15, 2014 9:08 am
by Krazyguy75
Personally, I think you should have random hull damage for the upgraded engines, and also, flat out killing the engines and hull isn't really a good reward for more fuel and better upgrades. Yeah, you get ahead, but its scarcely better than standard jumps for cost/reward. In fact, more times than not, I choose less fuel.
If you think about it, you're paying for repairs, you are paying for the fuel, and you have to deal with the extra damage that comes from no engines (this literally killed me the first run I used it in), especially in later sectors where the foes have powerful missiles. All in all, you pay a lot more for not a lot more.
EDIT: At least, if you keep it as is, have all the options open from the start, since personally, I think better engines should be less prone to damage than basic ones, not more.
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Tue Jul 15, 2014 2:36 pm
by SpaceDux
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
by Matas160 ยป Tue Jul 15, 2014 8:45 am
I installed captains edition and it works, except the infinite addon i patch it in with the mod manager after ce but it doesn't work, can someone help me with this?
My guess is you don't realize that the MOD manager doesn't add one mod at a time, it wipes FTL back to vanilla then install all the mods check marked. So see the order listed in the first page description, arrange all the mods you want in that order, check all of them, and add them all at once.
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Tue Jul 15, 2014 4:46 pm
by ahmedoo
I found two bugs:
- First appears while the lanius ship is breaking apart and his pieces are disappearing:
http://zapodaj.net/53ed2c548d789.bmp.html
- Second shows the problem with the clone bay texture in other lanius ship:
http://zapodaj.net/d79b68c1961d8.bmp.html
There was third bug also with the lanius ship. The crew while walking from one room to other on the left side of the ship instead of simply enter the room, it was doing zig-zags through the walls. I don't have the picture but it was small ship with apx six rooms.
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Tue Jul 15, 2014 9:27 pm
by Sleeper Service
Krazyguy75 wrote:If you think about it, you're paying for repairs, you are paying for the fuel, and you have to deal with the extra damage that comes from no engines (this literally killed me the first run I used it in), especially in later sectors where the foes have powerful missiles. All in all, you pay a lot more for not a lot more.
Not entirely sure what you mean with aditional damage from not having engines (enemies at entrance beacons are a predictable risk in pirate sector, your call if you burn out your engines when going there.)
Overall the options are situational. Its up to you to decide when the 8 engines option is worth it. But you are most likely to get access to this late in the game and 4 additional jumps in sector six or seven can be worth a lot. You can definitely make the repair and fuel cost worthwhile. Also the cost of fuel is relative, it does not necessarily have to be bought.
Krazyguy75 wrote:At least, if you keep it as is, have all the options open from the start, since personally, I think better engines should be less prone to damage than basic ones, not more.
Personally I very much like the sense of progression that comes with the additional engine options being unlocked later. How engines behave is totally disputable, I obviously paint the picture that hyperspace travel has safety limits and more powerful engines allow you to exceed these.
Estel wrote:Considering that our crew is talking about "risking engine degradation" if we go faster, I thought that it is is - risk, not something guaranteed. So, for the sheer fun of it, I have upgraded engines to 6 early on, and used this option on every possibility (across two playthrouhgs) - 10/10 times the same effect, so I assume it's just that, coded.
I agree that the text is somewhat misleading there. I'll change that and also put the exact hull damage into the description. Originally the damage was supposed to be randomized, but that turned out to be pretty complicated with how these events are structured.
So as we can see the masses are divided again. Myself, I'm obviously pretty happy with how the events are balanced right now. If someone wants to create a submod that removes them be my guest, but I won't bother with the busy work.
Gyrfalcon wrote:--Dropping the amount of fuel for basic speed (no fleet change) from 2 to 1 might help, therefore instead of burning 3 fuel (1 to leave sector and 2 in hyper speed) to go between sectors, it lowers to 2.
--Alternatively, changing the fleet advance from 2 jumps to 1 might allow the player more leeway in a decision of traveling slow through hyperspace and looking for a store than traveling fast and throwing up out-of-fuel distress beacons halfway in every sector (It's happened to me once or twice, I'm ashamed to admit).
The overall idea was to increase fuel scarcity and force the player to think more about fuel, while also making it more valuable for gaining advantages. I find that the cost of two fuel for standard travel strikes a nice balance that creates a noticeable but not too severs base drain. I also want the emergency option to be truly punishing. And again, the ships that are forces to take the emergency option are also ones that have been considerably buffed by CE.
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Tue Jul 15, 2014 10:08 pm
by k2arim99
please upload the mod to other mirrors,because mediafire is not working for me
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Tue Jul 15, 2014 11:19 pm
by Loyal_Viggo
Matas160 wrote:I installed captains edition and it works, except the infinite addon i patch it in with the mod manager after ce but it doesn't work, can someone help me with this?
I'm actually having exactly the same problem with the 'Infinite addon' mod.
I have a fresh FTL install, triple-checked the mod load order, everything fine there, but when I start a new game it says something like 'Enemy Fleet Delayed 5 Turns' and then the rebels do turn up on turn 5.
Not really that infinite... any other ideas instead of 'check the mod order'?
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Wed Jul 16, 2014 12:03 am
by FortunaDraken
Loyal_Viggo wrote:Matas160 wrote:I installed captains edition and it works, except the infinite addon i patch it in with the mod manager after ce but it doesn't work, can someone help me with this?
I'm actually having exactly the same problem with the 'Infinite addon' mod.
I have a fresh FTL install, triple-checked the mod load order, everything fine there, but when I start a new game it says something like 'Enemy Fleet Delayed 5 Turns' and then the rebels do turn up on turn 5.
Not really that infinite... any other ideas instead of 'check the mod order'?
The Rebels are supposed to turn up in the sector eventually. The Infinite part of the mod comes from the ability to go to infinite amount of sectors rather than having to jump closer to the base and thus the final boss.
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Wed Jul 16, 2014 12:11 am
by Loyal_Viggo
FortunaDraken wrote:Loyal_Viggo wrote:Matas160 wrote:I installed captains edition and it works, except the infinite addon i patch it in with the mod manager after ce but it doesn't work, can someone help me with this?
I'm actually having exactly the same problem with the 'Infinite addon' mod.
I have a fresh FTL install, triple-checked the mod load order, everything fine there, but when I start a new game it says something like 'Enemy Fleet Delayed 5 Turns' and then the rebels do turn up on turn 5.
Not really that infinite... any other ideas instead of 'check the mod order'?
The Rebels are supposed to turn up in the sector eventually. The Infinite part of the mod comes from the ability to go to infinite amount of sectors rather than having to jump closer to the base and thus the final boss.
Ah, so you still can't take your time to explore every location in a sector?
OK, when it says this:
"Limited Rebel pursuit - With CE Infinite, the galactic conflict you are involved in is not gone. The addon just implies that it happens on a much greater scale. The Federation base is extremely far away and the events that happen while you travel there could happen during months or even years. The Rebel fleet still pursues you, but will
generally catch up with you much slower. And space is limitless - There is always another fringe region you can run to, the Rebels can't look for you everywhere immediately at once."
It implies more than just a five turn head start...
Anyway, cheers for the reply.
Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229
Posted: Wed Jul 16, 2014 1:20 am
by FortunaDraken
Yeah, but any more and it may as well be an actual infinite mode. You can still visit a large amounts of the becons in a sector before having to move on, which is nice. And I find there's a lot of events that slow the Rebels down (I seem to run into the cruisers a lot and you can get a 1-2 turn delay from winning that fight).