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Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 1:00 am
by Russian Rockman
Sleeper Service wrote:
Russian Rockman wrote:As I was editing the trade goods section I had a thought. Trying to sell illegal substances like Contraband, Slug Hallucinogens, Trooper DNA, and Plague samples in lawful sectors like Civilian, Federation, and Zoltan Sectors should cause you to actually be attacked by the law enforcement there.
That idea was actually cut because I did not want mechanics that "punish" the player for attempting trade. Although I can see that an additional fight is not necessary punishment in the FTL. The thing is that it is hard to bring across that you are being prosecuted, while the store will still be accessible and stuff.
Yeah, that is a good point. But it has been done in other events. Like the events where you are being boarded and your crew says "Get back here quick Captain!" Perhaps you should be allowed to sell the goods and get the scrap, but then the fight happens. Something like this maybe:
1.) Upon choosing to sell the goods: "These goods are illegal in this sector, but upon searching around you are able to find a fence who can sell your goods on the local blackmarket. Do you want to go through with this?."
-->Yes
-->Don't risk getting caught
-->(Cargo Teleporter) Use your Cargo Teleporter to transfer the goods quickly and discretely
2.) After choosing Yes: "While you are finishing up the last bit of the transaction you get a call from your crew. "Sir, there are some Zoltan badges here and they're asking all kinds of questions. Get back here as soon you can."
--->(Slug Crew) Have your Slug crew member try and "convince" them that you're not the drone their looking for. ;) (Get it?)
--->Continue...
3) After choosing Continue: Suddenly you notice that there is an increase in guard activity at the station. You decide to buy whatever else you need quickly and get back to the ship. You may have to fight your way out of here."
--->Continue...
Ship load "hostile"
4.) Store menu Opens
5.) Fight
And then you can fight a boarding battle with the local police or a ship battle. If it's a ship battle I think it should be reasonably difficult and/or a rather low actual scrap reward so that it isn't actually beneficial to sell the goods illegally rather than legally or discretely.


Anyway, it's just an idea. ;)

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 1:05 am
by iamamitten
Microsoft Visual C++ Runtime Library

This application has requested the Runtime to terminate it in an unusual way.
Please contact the applicatoion's support team for more information.

So, what was the fix for this? I don't think I should have to read through the last 50+ pages trying to find it.

EDIT: I did look through the prior six pages, the closest thing I found was the guy who hadn't set ftlgame.exe with that large address aware program

but I've done that, and I still get this.

I've re-downloaded, I've re-installed, tried everything, even doing it on a different computer, and I can't get the game to load when this stuff is installed.

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 2:24 am
by agigabyte
I remember the humble beginnings, back when the space stations were novel. This mod has grown so much. *Tear*

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 4:23 am
by NewAgeOfPower
NewAgeOfPower wrote:Query:

About 20 pages back, you believed that Level 3 Batteries would not cause crashes in an Ion Storm. Did you test this? What were your results?

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 7:14 am
by Russian Rockman
NewAgeOfPower wrote:
NewAgeOfPower wrote:Query:

About 20 pages back, you believed that Level 3 Batteries would not cause crashes in an Ion Storm. Did you test this? What were your results?
Tested this just now. :D :D :D
My Assumptions were correct. IT WORKS!!! I successfully entered an ion storm and activated level 3 battery without a crash.

Sleeper should really add this in, especially considering that the Combat Augments now cost power.
I believe that the third level of the battery should cost about 65. The battery costs 35 to buy initially, and 50 for the second level. That is a total of 4 temporary power for 85 scrap. Adding a third level would be 6 temporary power for 150 scrap. The last 5 bars of regular power cost 35 scrap each, so for 150 scrap each you could buy 4 bars of power.
Image

On a completely unrelated note, another little change I suggest is to change the value on the FIRE_EXTINGUISHERS augment to 2.0. Currently it can not handle 2 fires at a time and sometimes even one fire, which is pretty worthless. I tested this and found that changing the value on that augment to 2.0 allows the augment to successfully put out a fire before any damage is done to a system. If there are multiple fires in a room though it will still take some time, but the fire will eventually be put out. Unfortunately changing the value on the SLUG_GEL augment does not work.

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 9:38 am
by Russian Rockman
Got some more info for you. ;)

Remember a long time ago in a galaxy far far away there were radiation events that would turn off your oxygen and force you to watch your ship's life support fail while your FTL slowly recharged? Then Sleeper had to remove them because of some unknown issue causing crashes? Well it went untested for a long long time and I don't know why really because I liked those events.

Anyway, I think I've identified the source of the crash. I added a piloting system to one of the ship husks and after that the event did not crash anymore. I think if you just do this for each husk that will fix the radiation events.

Remember! If you don't want the ship to look like it has a piloting system you can put the room some 25 tiles down or something, leaving it outside of the targeting window and therefore "invisible" to the crew. (Except for I guess the systems list) You can also then give the ship different types of crew as suffocation "timers," to prevent stalemates, as I remember we talked about a long time ago, and they will be invisible as well because they always spawn in the pilot room first I'm pretty sure.

Anyway, I will do some more testing with this and try to come up with some new ways to make the radiation events interesting using the new CE stuff. Maybe I'll rewrite the events or create some new ones. PLEASE consider adding these back in Sleeper. ;)

Image

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 9:44 am
by Russian Rockman
iamamitten wrote:
Microsoft Visual C++ Runtime Library

This application has requested the Runtime to terminate it in an unusual way.
Please contact the applicatoion's support team for more information.
So, what was the fix for this? I don't think I should have to read through the last 50+ pages trying to find it.
It is generally helpful to post a screenshot of your mod load order in Slipstream as that is the most common cause of crashes like that. Please do that and then we'll be able to help you a lot better. ;)

Making a blind guess... Are you using Better Planets and Backgrounds 1.3.1? I think that is the error message I got when that wasn't working for me. Try using Better Planets and Backgrounds 1.2.1. Or better yet, install everything but Better Planets and Backgrounds and see if the game works, if it does then that means 1.3.1 was the problem and you have to use 1.2.1.

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 10:19 am
by FortunaDraken
Oh god no not more radiation D8 I already hate the ships that use that Augment ;;

Though I have to admit, it could open up a whole lot of interesting possibilities...

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 10:50 am
by stylesrj
Just wondering:

I encountered a vanilla event where you have an automated ship and an ASB battery firing at you. If you have a Hacking System, you can override the ASB to shoot at the automated ship instead (or if you don't have level 3, just confuse the ASBs). That's good, but that's about all I can really do - I also want to make sure that damned ship doesn't activate its cloaking device right off the bat, but there's no option to use the Subspace Scanner. It goes straight into the fight after I hack the ASB.

Do I need the Internal Generator or it's just an oversight? I think the one with the Rebel ship instead of the automated one is the same thing - straight into the fight, no option to activate combat augments.

Also: Radiation events? Looks like I need to play more Lanius ships to avoid it affecting me :D

Re: FTL Captain's Edition 1.245/Inf 1.245/EL 1.245

Posted: Wed Sep 03, 2014 12:17 pm
by slowriderxcorps
Just throwing in more words amidst this new possibility: artillery weapons targeting the room that smiles below the game screen will probably look rather silly if they can do that.