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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Mon Nov 24, 2014 7:12 pm
by Biohazard063
Quick question :
Built a ship in Superluminal, gave it the Fire Bomb MkIII as artillery.
The damn thing refuses to fire during testing.
The bomb appears on the mount and the weapon light goes green, then it just sits there. The charge bar grinds to a halt as well (though it could be that that's when it fires)
Could it be because the weapon can be used against your own ship and it confuses the targeting?
Reason I'm asking it here is simple : CE uses artillery, CE uses the weapon in question.
So you're the best man to get some starting info on. If you have the time and aren't bothered.
Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Mon Nov 24, 2014 11:43 pm
by slowriderxcorps
I encountered that when I was going through the motions of generating the Artillery weapons in sMi. Basically, you cannot have an Artillery weapon that requires missiles to fire. If it does, then the weapon will hang when it's fully charged and not do anything.
Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Tue Nov 25, 2014 6:23 pm
by Nider_01
Did you test focused ion beams (1 pixel range)? Maybe they will work...

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Wed Nov 26, 2014 2:16 am
by Tacitus
Back to FTL after a long break and am playing through a run right now and came across the Combat Simulator. Whoever had this idea is amazing and I love them.
Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Wed Nov 26, 2014 10:04 am
by Biohazard063
Well, I gave it the focused fire beam.
And that one actually works.
Pretty powerful to, and it accomplishes the same thing.
Anyway, thanks for the responses, and letting me know it wasn't me that's at fault but the game itself.
Bit odd though since I remember a ship generated by Randtrell mod that used missile based weapons.
Problem there was it shot 5 missiles, but if the ship had less then 5 rooms, the game crashed
Just FTL things I suppose.
Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Wed Nov 26, 2014 10:31 am
by R4V3-0N
I had a funny idea for a event where you find some destroyed ships of an old battle and find an Ai replicator, if you go in to get it you get the replicator safely back however 2 ship hulls smash together and kills one of your crew.
After you get on board and create the first Ai holograph it thinks it is the dead crew member and refuses to be an Ai.
(aka ghost so to say)
Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Wed Nov 26, 2014 10:57 am
by slowriderxcorps
That's because the artillery weapon still takes no missiles to fire. You can totally have a Bomb or missile-type weapon be an Artillery weapon, so long as it doesn't use resources to fire them.
Non-EL Enemies & Skin Pigment issues/questions:
Posted: Thu Nov 27, 2014 4:59 am
by InfinitePants
So I've been playing with CE ever since I got it to work (I was missing 'Additional Music Infinite Compatibility patch' in my mod load out) and I've been enjoying it immensely, but the only problem I'm experiencing (aside from humans sometimes being red/blue skinned and slugs being transparent-skinned unless manning a system) is that the 'Non-EL Enemy Loadouts Addon' seems to not be working, as all of the enemy ships I encounter have EL weapons.
At first I was alright with it as it added an element of surprise/unpredictability to my game, but once I get around sector 6-7 unless I've stumbled across a weapons pre-igniter, one decked out ship with a couple of lucky first shots can end up dooming me from the get go (say with a 6 ion damage cannon or quintuple missile-launcher).
So, I'm wondering if anyone else has experienced this add on not working and how they fixed the problem.
And while I'm asking probably annoying questions, seriously, does anyone know what's up with blue/red/transparent skin problem? Note on this: I have the vanilla portraits patch in my mod loadout.
Super grateful to anyone who takes the time to help me figure this stuff out!
My mod load order:
Better Planets and Backgrounds_v1.3.1.ftl
CE Resource Pack 1.261.ftl
FTL Captains Edition 1.263.ftl
CE BPaB Compatibility Patch 1.0.ftl
CE Vanilla Portraits Patch.ftl
CE Additional Music Addon 1.248.ftl
CE Infinite Addon 1.26.ftl
CE Additional Music Infinite Compatibility Patch 1.0.ftl
EL Texture Pack 1.261.ftl
CE Endless Loot Addon for CE Infinite 1.26b.ftl
CE Non-EL Enemy Loadouts Addon 1.241.ftl
Expanded Enemy Window 1.2.ftl
Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b
Posted: Thu Nov 27, 2014 6:23 am
by InfinitePants
Ok, I'm just glad to know the colorful humans are meant to be that way, and I do like the new human outfits, was only really annoyed with the transparent (except when operating systems) slugs :/
I suppose I could bug SS with a PM, but I posted basically the same question on reddit tonight too so I think I'll see if someone has any ideas about EL enemies here or there in the next couple days before I go that far
And tell me about it, last death I had just gotten the 3 base-damage hull laser for the first time (with +1 systems damage)

Re: Non-EL Enemies & Skin Pigment issues/questions:
Posted: Thu Nov 27, 2014 7:07 am
by Krazyguy75
InfinitePants wrote:So I've been playing with CE ever since I got it to work (I was missing 'Additional Music Infinite Compatibility patch' in my mod load out) and I've been enjoying it immensely, but the only problem I'm experiencing (aside from humans sometimes being red/blue skinned and slugs being transparent-skinned unless manning a system) is that the 'Non-EL Enemy Loadouts Addon' seems to not be working, as all of the enemy ships I encounter have EL weapons.
At first I was alright with it as it added an element of surprise/unpredictability to my game, but once I get around sector 6-7 unless I've stumbled across a weapons pre-igniter, one decked out ship with a couple of lucky first shots can end up dooming me from the get go (say with a 6 ion damage cannon or quintuple missile-launcher).
So, I'm wondering if anyone else has experienced this add on not working and how they fixed the problem.
And while I'm asking probably annoying questions, seriously, does anyone know what's up with blue/red/transparent skin problem? Note on this: I have the vanilla portraits patch in my mod loadout.
Super grateful to anyone who takes the time to help me figure this stuff out!
My mod load order:
Better Planets and Backgrounds_v1.3.1.ftl
CE Resource Pack 1.261.ftl
FTL Captains Edition 1.263.ftl
CE BPaB Compatibility Patch 1.0.ftl
CE Vanilla Portraits Patch.ftl
CE Additional Music Addon 1.248.ftl
CE Infinite Addon 1.26.ftl
CE Additional Music Infinite Compatibility Patch 1.0.ftl
EL Texture Pack 1.261.ftl
CE Endless Loot Addon for CE Infinite 1.26b.ftl
CE Non-EL Enemy Loadouts Addon 1.241.ftl
Expanded Enemy Window 1.2.ftl
I suggest updating your Non-EL Enemy Loadouts addon to version 1.26, given you are using EL 1.26. Don't know if that is the source of your problem, but it can't hurt.