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Re: FTL Captain's Edition 1.056

Posted: Tue Oct 01, 2013 1:23 pm
by Sleeper Service
There are some other mods that do this, although they might not be compatible if they use unique events. I consider them important to set ships apart from each other and some of them are also used for identifying certain ships in the pirate events. So I don't really want/can make them available for every ship.

Re: FTL Captain's Edition 1.056

Posted: Tue Oct 01, 2013 1:28 pm
by Nider_01
I mean blue choises which required repair gel, med-bots etc.

Re: FTL Captain's Edition 1.056

Posted: Tue Oct 01, 2013 4:51 pm
by Sleeper Service
Ah ok, got that wrong. I considered involving them in some blue options, but never really got around to that. Med bods are allready used in vanilla. Yeah true, all that stuff could have more use. I don't want to build new events around one blue options, but I'll check some stuff out. Gel, Rock Hull and Pheromones allow for pirating without worries, which already is a neat perk I'd say. ;)

Re: FTL Captain's Edition 1.056

Posted: Tue Oct 01, 2013 9:04 pm
by Kato
Because Captains log seems to be the biggest and most popular mod for FTL, then it would be nice to make a list of what other mods that is compatible with captains log. That would really ease up things.

Re: FTL Captain's Edition 1.056

Posted: Tue Oct 01, 2013 10:02 pm
by Sleeper Service
I did not do much testing concerning that.

From the OP:
-Incompatible with mods that change vanilla enemies. CE/TB use their own copies for theses, so changed vanilla enemies won't spawn.
-Probably incompatible with mods that change ship lists, weapon lists or drone lists
-Event mods probably wont work well with CE. Incompatible with mods that change event lists.
-Most other stuff, specially visual mods and ship mods, should work

Re: FTL Captain's Edition 1.057

Posted: Thu Oct 03, 2013 12:42 am
by Sleeper Service
Vanguard of Valor currently does a playthrough with the mod. Beside being really a good player, he also got quite lucky with the trade goods and demonstrates how much profit the trade system can bring. He also managed to stumble uppon a lot of the bugs that have been fixed in the new version. Right, it's update time once again. The teleporter barge and the other new ships should finally work now.

Overall let's plays have become a great source of feedback for the mod. Looks like he is going to finish the run tomorrow.

1.057
-Five enemy layouts with encased systems integrated
-Entire event texts spell-checked again, this time by slowriderxcorps; Thanks a lot!
-Drone lists reworked for less harsh Missile Drone distribution
-Pernach and Maul beam length decreased, should no longer be able to hit two rooms
-Avoidable forward cruisers from a certain event should now be marked correctly on the map
-Late game exit beacons gained a chance to let you encounter Rebel Battlecruisers
-Elite Cruisers and Battlecruiser cloaking systems limited, longer cloak actually made escaping them easier
-Several remaining typos fixed
-The auto terminator should now hold fire at the beginning of the fight, just like the event says
-Mantis Teleporter Barge and several other new ships reworked and tested, they should be glitch free now
-Civilian stores from Rock homeworld removed (no idea how they got there)
-Several minor event adjustments
-Player Ship Addon: Slug A's crew killing ability improved

Thanks again to slowriderxchorps for his help with spell-checking and grammar.

Re: FTL Captain's Edition 1.057

Posted: Thu Oct 03, 2013 2:02 am
by CrashSanders
Yay for VoV! Love his videos, he's such a good narrator!

Re: FTL Captain's Edition 1.057

Posted: Thu Oct 03, 2013 4:26 am
by VanguardOfValor
Glad I could help you find a few of the remaining wrinkles to iron out! I had a lot of fun playing through the game with the Captain's Edition. You've really done a great job with it.

Re: FTL Captain's Edition 1.057

Posted: Thu Oct 03, 2013 7:06 am
by slowriderxcorps
Glad to be of service, though I shall take another look at the files when I get the chance, as other things were spotted after I shared my initial results, and I'm not entirely sure if these later fixes have made it in or not.

It'd also be sort of handy to perhaps have a thread in Mod-Dev dedicated to finding them as well.

Re: FTL Captain's Edition 1.057

Posted: Thu Oct 03, 2013 4:14 pm
by jollyolly
never got a response back about those events i sent. were they just not what you're looking for?