Page 404 of 658

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Posted: Fri Aug 08, 2014 5:19 pm
by Sleeper Service
:D Yeah, a nice bonus isn't it? But no, actually that was never intended, there is also never any explanation given for it. I already fixed this in my current build. ;)

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 1:27 am
by Darri-Dynamite
i cant add any "big" mods to my game it says patch failed and java.lang.IllegalArgumentException: MALFORMED.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 1:51 am
by Sleeper Service
Darri-Dynamite wrote:i cant add any "big" mods to my game it says patch failed and java.lang.IllegalArgumentException: MALFORMED.
I recommend your read through the troubleshooting section at the beginning of this thread.

There was quite a bit of stuff that needed fixing lets have 1.24 out, even though not every single planed feature is included yet.

CE Resource Pack 1.24
- Estels great title screen added
- Revamped version of Lord Trilobites Mantis and Rock crew portrait integrated
- Ship and station images for the Auto Constructor faction added
- Other assets related to auto sectors added
- Lemmonades awsome Letze Reise Cruiser integrated
- Some backgrounds for the mixed hazards occurring in hazard sectors added


CE Update 1.24
- Does not contain a Testrel
- Two unique hostile sectors added (Auto controlled sectors and Pirate Homeworlds)
- Many new events and quests added
- Auto Constructor faction added
- Auto Constructor cruisers can occasionally appear outside auto controlled sectors in classic auto cruiser events (beacon builder and such)
- One Hazard added
- One Augment added
- Added a large amount of flavor events and texts that have a small chance to be called in a very broad range of fights
- Combat aug power costs will be applied correctly during the boss fight now
- Drone Uplink Jammer can be used upon boss AI takeover now
- All combat augs should work correctly now after Zoltan negotiations with the boss fail
- Pre-fight options now follow a global order (1. Continue... 2. Offer surrender 3. Special Aug options 4. Combat aug options)
- Subspace scanner pre-fight options texts clarified
- "Full Maintenance" option of the Hull Repair Kit now repairs more hull and needs more time again
- Some new blue options and event outcomes added
- Hyperspace events use the correct textlist now
- Games start text no longer refers to a non-existing hyperspace jump
- Scythe Beam gained a small fire chance
- Enemy version of the Adaptive effector can no longer be acquired by the player
- Sha'k Internal Teleporter on enemy Teleporter Barges is slightly more intimidating now
- Auto Repair Ship no longer appears among normal auto ships
- Invader classes now appropriately use the 'invasion' boarding AI
- Slug artillery triggers neural stunner blue options correctly now
- Energy AI ship now uses the original Zoltan style AI Bomber hull
- Zoltan military ships now use more type b hull designs
- Auto-Cruisers are generally equipped with Titanium System Casing now
- AI ship AE-override list fixed, AI ships with AE systems will appear correctly now
- One bad ship ID from the Engi ship list purged
- Some bad weapon IDs from the STANDARD weapon list purged
- One bad ship ID from the PIRATE list purged
- Swallow medbay system tag fixed
- Onboard Science Lab now works when being out of fuel
- You can now change your mind and socialize after considering your onboard production options
- A few new science outcomes added (including ways to start the crystal quest)
- Stealth drones no longer count as mining drones
- Pirate traders now always have cargo teleporters, but only allow pirate ships to actually use them
- Quarantine sectors now have a chance to grant a single safe crew member for free, just like they might randomly infect one of your crew
- The "Federation Medical Officers join your crew" outcome now telegraphs more clearly what is actually happening
- Engi Scrapyard event no longer gives preset weapons
- Civilians ships in the ESCORT event now actually show serious malfunctions when being engaged
- Fixed a problem that prevent the Union pirate hunt quest from spawning quest beacons upon destroying the first or second pirate ship
- Slug stations personnel wised up and no longer tries to run away with a stationary space station after hacking your piloting
- Auto Turret frying its processors gives MED reward now, for consistency
- Raiding Slug Blackmarkets no longer counts as an act of piracy
- Another take on actually preventing those ice-field enemies from cloaking
- Auto Drone-Harbors and Auto Drone-Carriers start to appear later now (as they should have, but only did in infinite so far)
- Auto Troopships start to appear slightly earlier now
- Reworked the way the avoidable Rebel cruiser holds back and powers up
- Some typos fixed


CE Infinite 1.24
- Changes of CE 1.24 imported
- High level system upgrades for most systems enabled
- A few quarantine sector NOTHING texts from the deep space list removed

EL Texture Pack 1.24
- Missing invisible textures for invisible effector impacts added

CE Endless Loot 1.24 for CE and CE Endless Loot 1.24 for CE Infinite
- Changes of CE 1.24 imported

The auto sector actually turned out a lot like condonzack imagined it. It gives away how the Rebels get all their warships and such, but it also leaves a lot of stuff rather vague. There aren't many actual persons around in these sectors and the Rebel machines usually don't explain themselves.

The pirate homworlds remain a little unspectacular right now. They are pretty much just pirate sectors with slightly different text lists. There are also cruiser encounters and a quest that allows a lot of backstabbing on multiple levels.

Apart from all the fixes and visual improvements, version 1.24 also includes some global combat aug option streamlining. And there is a large amount of flavor events that can just randomly happen in a very large range of fights. These fluff events will remain very rare, so if they happen they'll usually come as a surprise.

The Combat Simulator aug has become one of these things that has a lot of code behind it even though the actual applications are pretty limited. I still love how it turned out. There'll probably soon be another one of these "playground augs" that have a lot of different event outcomes associated with them. It'll deal with bounty hunting.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 2:23 am
by Darri-Dynamite
Sleeper Service wrote:
Darri-Dynamite wrote:i cant add any "big" mods to my game it says patch failed and java.lang.IllegalArgumentException: MALFORMED.
I recommend your read through the troubleshooting section at the beginning of this thread.

There was quite a bit of stuff that needed fixing lets have 1.24 out, even though not every single planed feature is included yet.

CE Resource Pack 1.24
- Estels great title screen added
- Revamped version of Lord Trilobites Mantis and Rock crew portrait integrated
- Ship and station images for the Auto Constructor faction added
- Other assets related to auto sectors added
- Lemmonades awsome Letze Reise Cruiser integrated
- Some backgrounds for the mixed hazards occurring in hazard sectors added


CE Update 1.24
- Does not contain a Testrel
- Two unique hostile sectors added (Auto controlled sectors and Pirate Homeworlds)
- Many new events and quests added
- Auto Constructor faction added
- Auto Constructor cruisers can occasionally appear outside auto controlled sectors in classic auto cruiser events (beacon builder and such)
- One Hazard added
- One Augment added
- Added a large amount of flavor events and texts that have a small chance to be called in a very broad range of fights
- Combat aug power costs will be applied correctly during the boss fight now
- Drone Uplink Jammer can be used upon boss AI takeover now
- All combat augs should work correctly now after Zoltan negotiations with the boss fail
- Pre-fight options now follow a global order (1. Continue... 2. Offer surrender 3. Special Aug options 4. Combat aug options)
- Subspace scanner pre-fight options texts clarified
- "Full Maintenance" option of the Hull Repair Kit now repairs more hull and needs more time again
- Some new blue options and event outcomes added
- Hyperspace events use the correct textlist now
- Games start text no longer refers to a non-existing hyperspace jump
- Scythe Beam gained a small fire chance
- Enemy version of the Adaptive effector can no longer be acquired by the player
- Sha'k Internal Teleporter on enemy Teleporter Barges is slightly more intimidating now
- Auto Repair Ship no longer appears among normal auto ships
- Invader classes now appropriately use the 'invasion' boarding AI
- Slug artillery triggers neural stunner blue options correctly now
- Energy AI ship now uses the original Zoltan style AI Bomber hull
- Zoltan military ships now use more type b hull designs
- Auto-Cruisers are generally equipped with Titanium System Casing now
- AI ship AE-override list fixed, AI ships with AE systems will appear correctly now
- One bad ship ID from the Engi ship list purged
- Some bad weapon IDs from the STANDARD weapon list purged
- One bad ship ID from the PIRATE list purged
- Swallow medbay system tag fixed
- Onboard Science Lab now works when being out of fuel
- You can now change your mind and socialize after considering your onboard production options
- A few new science outcomes added (including ways to start the crystal quest)
- Stealth drones no longer count as mining drones
- Pirate traders now always have cargo teleporters, but only allow pirate ships to actually use them
- Quarantine sectors now have a chance to grant a single safe crew member for free, just like they might randomly infect one of your crew
- The "Federation Medical Officers join your crew" outcome now telegraphs more clearly what is actually happening
- Engi Scrapyard event no longer gives preset weapons
- Civilians ships in the ESCORT event now actually show serious malfunctions when being engaged
- Fixed a problem that prevent the Union pirate hunt quest from spawning quest beacons upon destroying the first or second pirate ship
- Slug stations personnel wised up and no longer tries to run away with a stationary space station after hacking your piloting
- Auto Turret frying its processors gives MED reward now, for consistency
- Raiding Slug Blackmarkets no longer counts as an act of piracy
- Another take on actually preventing those ice-field enemies from cloaking
- Auto Drone-Harbors and Auto Drone-Carriers start to appear later now (as they should have, but only did in infinite so far)
- Auto Troopships start to appear slightly earlier now
- Reworked the way the avoidable Rebel cruiser holds back and powers up
- Some typos fixed


CE Infinite 1.24
- Changes of CE 1.24 imported
- High level system upgrades for most systems enabled
- A few quarantine sector NOTHING texts from the deep space list removed

EL Texture Pack 1.24
- Missing invisible textures for invisible effector impacts added

CE Endless Loot 1.24 for CE and CE Endless Loot 1.24 for CE Infinite
- Changes of CE 1.24 imported

The auto sector actually turned out a lot like condonzack imagined it. It gives away how the Rebels get all their warships and such, but it also leaves a lot of stuff rather vague. There aren't many actual persons around in these sectors and the Rebel machines usually don't explain themselves.

The pirate homworlds remain a little unspectacular right now. They are pretty much just pirate sectors with slightly different text lists. There are also cruiser encounters and a quest that allows a lot of backstabbing on multiple levels.

Apart from all the fixes and visual improvements, version 1.24 also includes some global combat aug option streamlining. And there is a large amount of flavor events that can just randomly happen in a very large range of fights. These fluff events will remain very rare, so if they happen they'll usually come as a surprise.

The Combat Simulator aug has become one of these things that has a lot of code behind it even though the actual applications are pretty limited. I still love how it turned out. There'll probably soon be another one of these "playground augs" that have a lot of different event outcomes associated with them. It'll deal with bounty hunting.
do you mean :Go to SMM/backups, delete data.dat.bak and resource.dat.bak

Steam users:
Steam -> Library -> right-click on FTL -> Properties -> Local Files -> Verify Integrity of Game Cache
DRM-free version users:
Reinstall FTL (remember to back up your profile!)
Launch SMM to create new backups: i tried that and did not work (i am reletively new to modding)

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 5:51 am
by stylesrj
In the Mantis Sectors (or in Infinite Space) there's this event where you get attacked by a Mantis convoy (or you attack it).

Several Mantis warriors are beamed aboard, followed by the ship beaming its own troops onboard. Halfway through the battle, you guessed it. More Mantis warriors are beamed onboard.

At the end, after destroying the escort I only seem to have one option - Loot the transports. The problem is that... it beams more Mantises onboard.

Is there an option just to take what you've already got and run the FTL drive out of there without having more clawed death on your ship? I know there's a disruptor that solves the teleportation issues, but I'd like a bit more choice in that event. For some reason the enemy loves putting troops in my door controls or in hard-to-vent locations. And it's not like I have a choice not to attack the convoy. They attacked me at the beacon to infinite space. What am I to do?

Also, could there be less AI avatars and Lanius in those annoying "Don't mind us, our ship was destroyed so we'll take your ship and our first action is to teleport into Life Support and blow it up."

Anyway, I'm looking forward to encountering those new sectors. Hopefully they'll turn up. I always seem to get at least one quarantine zone per run. Every time.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 6:48 am
by Russian Rockman
Excellent update Sleeper, I can see you've been very busy!

I especially appreciate the streamlining of options into a certain order and other things that make things more "user friendly." All those little polish things really help. I also really appreciate that you're still managing to conceive of and create new content like the construction sector, Pirate Homeworlds, and Combat Simulator Aug, even the "fluff" text. It really is a shame we have such limited Aug slots, otherwise you could accomplish some really fun things with the multiple "playground" augs. The bounty hunting "augment" sounds like it could be really fun too, this is becoming a true sandbox now.

Keep up all of the good work. :mrgreen:


EDIT: Holy @%&#!!!
I just saw your new "hazard" background and noticed it was the inside of an auto construction base. This is a very cool background and it made me think there should be a few more rare events like this.

But what would make me REALLY love you forever is if you added some events where you can actually LAND on planets, with custom backgrounds showing that. If you could even find some way to explain a combat scenario while landed that would be really really cool. Maybe something to consider for the future... ;)

Also, how's work on the flagship coming? I'm looking forawrd to seeing your new weapons for the boss.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 7:26 am
by Nider_01
Bug report:
Enemy crew cannot operate systems on lanius interceptor

Image

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 9:55 am
by Nider_01
When I fought with lanius ship, enemy wants to surrender. "Silent captain" and "pictures of cargo" appeared on the screen but after I accepted that surrender there isn't option to continue the fight. Bug?

Another bug:
You cannot use combat or special augs in event when slug ship is devoured by lanius and you choose to fight with lanius ship to help slugs

Engi Station in engi sector tried to escape with deactivated engines Image
This station also had bugged gibs

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 10:58 am
by Sleeper Service
stylesrj wrote:Is there an option just to take what you've already got and run the FTL drive out of there without having more clawed death on your ship? I know there's a disruptor that solves the teleportation issues, but I'd like a bit more choice in that event. For some reason the enemy loves putting troops in my door controls or in hard-to-vent locations. And it's not like I have a choice not to attack the convoy. They attacked me at the beacon to infinite space. What am I to do?
Yep, will be done.
stylesrj wrote:Anyway, I'm looking forward to encountering those new sectors. Hopefully they'll turn up. I always seem to get at least one quarantine zone per run. Every time.
The new sectors are both unique, so they won't spawn more than once per game. They can spawn on any sector level though.
Russian Rockman wrote:But what would make me REALLY love you forever is if you added some events where you can actually LAND on planets, with custom backgrounds showing that. If you could even find some way to explain a combat scenario while landed that would be really really cool. Maybe something to consider for the future... ;)
That would certainly be interesting. I considered this a while ago, but came up with no satisfying ideas for what the actual hazard would be. Well none that can be done by modding at last. It could still serve as a backdrop for a complex boarding event.
Russian Rockman wrote:Also, how's work on the flagship coming? I'm looking forward to seeing your new weapons for the boss.
Rann is working on the program and I'll start making the boss assets at some point soon.

Thanks for all your reports again, I'll be looking into these.

Re: FTL Captain's Edition 1.24/Inf 1.24/EL 1.24

Posted: Sat Aug 09, 2014 11:27 am
by el Rago
hi Sleeper thanks for the update.

few things I found:

(systems) I think this is a typo, the healing boost at level 4 at the medbay is 1x, while the O2 is listed at 12x?
would that be correct?

(UI) also, this is just nitpicking, but when faced with a choice (1.continue 2. offer surrender) the descriptions are sometimes switched (1.offer surrender, 2.continue)

btw, since I lowered the max reactor size at 30, no more errors in the thunderstorms