FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

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Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.061 and 1.062 (experimental)

Post by Nider_01 »

I can not attack some ships like black market weapons traidor, because I need "[ Augment:"
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Sleeper Service
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Re: FTL Captain's Edition 1.061 and 1.062 (experimental)

Post by Sleeper Service »

jaml96 wrote: That MIIIIIGHT be broken. the artillery places were empty and the only offensive means were the power surges.
OK, starting tags with "false" seem to cause problems. The new version should work better.

1.062b (experimental)
-False tags from Rebel Flagship blueprints removed, should make it... less broken
-Nebula weapons trade combat aug immunity removed
Last edited by Sleeper Service on Fri Oct 11, 2013 1:03 am, edited 1 time in total.
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Spelunkers
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Re: FTL Captain's Edition 1.061 and 1.062 (experimental)

Post by Spelunkers »

My game crashes when I select a ship and press "START". Before, the game would crash when jumping beacons or attempting to leave the sector. I am using Version 1.061 of the CE mod and utilize Slipstream's mod manager for it. Any ideas on what is going on?
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Sleeper Service
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Re: FTL Captain's Edition 1.061b and 1.062b (experimental)

Post by Sleeper Service »

Spelunkers wrote:My game crashes when I select a ship and press "START". Before, the game would crash when jumping beacons or attempting to leave the sector. I am using Version 1.061 of the CE mod and utilize Slipstream's mod manager for it. Any ideas on what is going on?
I'm sorry, there appears to be a duplicated choice tag in an event that I corrected. Fixed both versions.

1.062c (experimental)
-Duplicated choice tag removed, should work now

1.061b
-Duplicated choice tag removed, should work now
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Working on a sci-fi deckbuilder nowadays.
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sleepers
Posts: 4
Joined: Fri Oct 11, 2013 6:15 am

Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Post by sleepers »

In this mod, are the ship supposed to be all vanilla ships ? Or I installed this mod uncorrectly. Because there is no mention about ship.

Yesterday I installed the 1.061 version and it crashed, so I just deleted it. First time installing mod too, so I can't know for sure. It seems there is a bug at 1.061 that cause it crash everytime i hit the start button. Will try install 1.061b after i got home.
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R4V3-0N
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Post by R4V3-0N »

All player ships are vanilla.
Captains Edition 1.061 addon will change the weapons (and possibly augments) to CE ones.

The enemys will have some new lay outs and also new enemies like...

Space Stations.
Auto-Satellite.
Rebel Cruisers.

etc.

What mod manager are you using?
And also where are you putting the mod?
R4V3-0N, a dreamer.
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CrashSanders
Posts: 149
Joined: Mon Nov 12, 2012 4:19 pm

Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Post by CrashSanders »

Liked the AI avatar. Opening some interesting possibilities. For example, playlable auto-ship (And I honestly think that Vortex will do great - AI-driven Engi ship).

Also, is there a possibility to alter starting beacon depending on the ships players choose to add more lore to them?
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dalolorn
Posts: 532
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Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Post by dalolorn »

CrashSanders wrote:Liked the AI avatar. Opening some interesting possibilities. For example, playlable auto-ship (And I honestly think that Vortex will do great - AI-driven Engi ship).

Also, is there a possibility to alter starting beacon depending on the ships players choose to add more lore to them?
Me, I'm disappointed by the lack of randomness in the generation process. The original ship by Jonfon was intended to create a randomly determined amount of holograms at the end of each sector, however it failed due to an unforeseen complication caused by FTL's event engine. Nonetheless, the process can in fact be performed as intended by Jonfon's ship.

I'm going to write a hologram generator capable of generating 1-3 holograms in pseudo-pseudocode adapted to the event system:

Insert beacon description text.
1. Continue.

If ship has AI avatar generator, allow 2. Generate hologram.

1. End event.

2. Insert hologram description text, ask if player wants to try to generate another one.

2.1. Don't create another one.

2.2. Create another one.

2.1. End event.

2.2a. Explain that the hologram could not be created.

2.2a.1. Continue.

2.2b. Explain that the hologram was created, ask if player wants to try to generate another one.

2.2b.1. Don't create another one.

2.2b.2. Create another one.

2.2a.1. End event.

2.2b.1. End event.

2.2b.2a. Explain that the hologram could not be created.

2.2b.2a.1. Continue.

2.2b.2b. Explain that the hologram was created, but that no more holograms can be created during this session.

2.2b.2b.1. Continue

2.2b.2a.1. End event.

2.2b.2b.1. End event.
CrazyDave
Posts: 12
Joined: Mon Dec 03, 2012 9:05 am

Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Post by CrazyDave »

Found a typo - when the Ion Field combat augment is activated, it should say "electricity discharges", not "recharges". If you wish, I can proofread anything else I run into, as well.
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ApexMods
Posts: 41
Joined: Sun Aug 25, 2013 12:58 pm

Re: FTL Captain's Edition 1.061b and 1.062c (experimental)

Post by ApexMods »

Don't want to disturb the current discussion too much, but I felt obliged to leave a quick comment on this mega-mod. What Sleeper et al are doing here is such an overwhelming endeavor of sheer limitless scope, and it seems whenever I drop in here at the forums a new release of CE is out. Very (very!) impressive work you guys are doing here!

Hope I'll soon find the time to give this mod a proper playthrough, as so far I only scratched the very surface, but just by reading this forum thread I am already in absolute awe at the effort being poured into this. Kudos and thanks to Sleeper and company for a true labor of love mod in the making! Keep up the great work!
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