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

Distribute and discuss mods that are functional. Moderator - Grognak
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RAD-82
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby RAD-82 » Tue Aug 18, 2015 12:38 pm

Biohazard063 wrote:
RAD-82 wrote:It shows up on mine, version 1.277b. I doubt the file changed in 1.278c.

And it turns out the code isn't missing either. Found it in the misc.xml...
Weird.

I just tried 1.278c. You were right the first time. The code is missing. I don't know how that happened, since it was in an older version.
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DoctahFrank
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby DoctahFrank » Tue Aug 18, 2015 1:14 pm

slowriderxcorps wrote:You're not running the CE Infinite patch. On the other hand though, I have yet to go back and check to see if that's still working for a while now. It should do, but it's just something that needs to be pointed out while I remember.


Alright, I wasn't sure that was up-to-date because it was in the Discontinued folder inside the sMPK .zip. I'll go ahead and test it out with it and see if it still works.

EDIT: Awesome, the patch is still functional. Now to try the game with the Augmented Weapons and Enhanced Systems modules and see if they break anything :P
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Sleeper Service
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue Aug 18, 2015 2:17 pm

RAD-82 wrote:I just tried 1.278c. You were right the first time. The code is missing. I don't know how that happened, since it was in an older version.
I had some conflict problems when pulling the git-hub stuff last time, likely that is what caused this. I'll fix it as soon as I get home.
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Estel
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby Estel » Tue Aug 18, 2015 2:41 pm

Sleeper Service wrote: But I guess there could be another outcome where you simply meet up with the squadron and they give you stuff, but explain that the sector is lost regardless. By the way: there are several ways to mess this quest up beforehand. You might not be given the choice who to fight in the first event and fighting anything but the lead cruiser creates a risk of the initial battle being lost.


I like the outcome with "something went terribly wrong" - I got impression, that - due to losing earlier - rebels might have thrown a flagship(-fleet) here, resulting in the complete devastation (and we *just* missed it ;) ).

Sleeper Service wrote:This might be one of these cases where other event texts for the same event point a different picture though. I think some the texts imply that the Rock came there to die some kind of ceremonial death. I'll look into it.


I think it shouldn't be guaranteed outcome - they may be too proud for it. BTW, this exact event is quite clear, that they're just in accidental trouble, not wanting to do ceremonial "goodbye".

/Estel
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Sleeper Service
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Re: FTL Captain's Edition 1.279/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue Aug 18, 2015 4:20 pm

CE Update 1.279
- Fixed a problem with weapon tips not appearing
- Added a couple new blue options for the on-board science lab
- Added a new outcome for the Federation fleet battle quest
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Re: FTL Captain's Edition 1.279/Inf 1.267/EL 1.275

Postby Udummie » Tue Aug 18, 2015 5:19 pm

When i try to play Endless CE it works perfectly fine but when i choose to jump to a new sector it doesnt give me the option to continue traveling through space or going closer to the federation base. So did Sleeper just remove the options in an update or i just messed up installing CE
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Sleeper Service
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Re: FTL Captain's Edition 1.279/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue Aug 18, 2015 7:26 pm

Infinite hasn't changed for ages, chances are some mod you are loading after infinite is overwriting your exit events. Check your load order, maybe post it if the problem persists.
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R4V3-0N
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Re: FTL Captain's Edition 1.279/Inf 1.267/EL 1.275

Postby R4V3-0N » Tue Aug 18, 2015 8:11 pm

thank you for the responses Sleeper, on the topic of beam I understand you want to use it for different reasons functionally, however on a 'logical' point of view the mining / industrial beams are not directly made for combat but instead simply to mine and/or for industrial purposes. But in a way functions similar hence why I said a darker red/ brown instead of saying something like Green.

On some events I thought about for the science lab maybe in terms of quests could possible be the one with federation teraformers (you take samples of the [moss?] and show it has valid scientific existence then to destroy it while terraforming, Being a more peaceful option then attacking them while not being bribed or doing the bribes.) and also you get the moss samples as an augment possibly.

I can't think of more at this point however now I will keep a look out for them.




Also yea, that federation part makes sense, However I wish there was a possibility that some ships survived and not a complete and utter annihilation. Who knows, maybe a federation scout or fighter was still around or a single cruiser that gave you ASB aid in the end or a crew member of the bomber or what ever that is still around wants to join your crew because it has nothing else to do. However the current ending is okay, only problem is it can be repetitive... I had that event once 3 times in 1 run and having the most identical results possible (hell all 3 times was a heavy scatter laser as a reward, which I am not complaining but not sure if RNG forgot what R meant or if it was the only weapon).
R4V3-0N, a dreamer.
jr2
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Re: FTL Captain's Edition 1.278c/Inf 1.267/EL 1.275

Postby jr2 » Tue Aug 18, 2015 8:48 pm

Sleeper Service wrote:Hm, odd. Just a hunch but you could try without the Generic Sector Names Patch and see if it works then. Please report whether that fixes the crash. If you want to salvage the run you could decide not to go to the crystal sector I guess. I'll look into it some more, but as far as I can tell the sector works... Infinite music compatibility patch should not cause problems though.



Removed Sector Names; FTL won't load at all now. Downloaded a Profile/savegame editor (FTL Editor V25) to see if I could find anything that could be tweaked to let me resume playing where I left off and still get the Crystal_Home beacon working. No dice yet.

This was in the Generic Sector Names patch regarding the Crystal Homeworld:

sector_data.xml.append

<mod:findName type="sectorDescription" name="CRYSTAL_HOME">
<mod-overwrite:nameList>
<name>Hidden Crystal Worlds</name>
</mod-overwrite:nameList>
</mod:findName>




EDIT: This seems to be the sector info from the saved game:


Sector Tree Breadcrumbs...
T,T,F,F,T,F,F,F,T,F,F,F,T,F,F,F,F,F,F,F

Sector Beacons...
BeaconId: 0
Visit Count: 0
Seen: true
Enemy Present: false
Fleets Present: Rebel
Under Attack: false
,
BeaconId: 1
Visit Count: 1
Bkg Starscape: stars/z_bg_stars1.png
Bkg Sprite: stars/bg_planet_hyperspace_2.png
Bkg Sprite Position: 45,218
Bkg Sprite Rotation: 180
Seen: true
Enemy Present: false
Fleets Present: Rebel
Under Attack: false
,
BeaconId: 2
Visit Count: 1
Bkg Starscape: stars/z_bg_hubble_43.png
Bkg Sprite: stars/planet_brown.png
Bkg Sprite Position: 486,148
Bkg Sprite Rotation: 0
Seen: true
Enemy Present: false
Fleets Present: Rebel
Under Attack: false
,
BeaconId: 3
Visit Count: 1
Bkg Starscape: stars/z_bg_nebula12.png
Bkg Sprite: stars/z_X.01.planet_rocky_red_blue.png
Bkg Sprite Position: 303, 24
Bkg Sprite Rotation: 0
Seen: true
Enemy Present: false
Fleets Present: Rebel
Under Attack: false
,
BeaconId: 4
Visit Count: 0
Seen: true
Enemy Present: false
Fleets Present: Rebel
Under Attack: false
,
BeaconId: 5
Visit Count: 1
Bkg Starscape: stars/z_X.01.bg_nebula_01.png
Bkg Sprite: stars/z_planet_techmoon.png
Bkg Sprite Position: 252,116
Bkg Sprite Rotation: 180
Seen: true
Enemy Present: false
Fleets Present: Rebel
Under Attack: false
,
BeaconId: 6
Visit Count: 1
Bkg Starscape: stars/z_bg_nebula4.png
Bkg Sprite: stars/z_X.01.planet_rocky_red.png
Bkg Sprite Position: 389,183
Bkg Sprite Rotation: 180
Seen: true
Enemy Present: false
Fleets Present: Rebel
Under Attack: false
,
BeaconId: 7
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 8
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 9
Visit Count: 1
Bkg Starscape: stars/bg_nebula_acid_warning_2.png
Bkg Sprite: NONE
Bkg Sprite Position: 0, 0
Bkg Sprite Rotation: 0
Seen: true
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 10
Visit Count: 1
Bkg Starscape: stars/z_bg_nebula6.png
Bkg Sprite: stars/planet_gas_yellow.png
Bkg Sprite Position: 747,153
Bkg Sprite Rotation: 180
Seen: true
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 11
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 12
Visit Count: 0
Seen: true
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 13
Visit Count: 0
Seen: true
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 14
Visit Count: 1
Bkg Starscape: stars/z_bg_hubble_25.png
Bkg Sprite: stars/planet_red.png
Bkg Sprite Position: 473, 25
Bkg Sprite Rotation: 0
Seen: true
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 15
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 16
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 17
Visit Count: 0
Seen: true
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 18
Visit Count: 0
Seen: true
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 19
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 20
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 21
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false
,
BeaconId: 22
Visit Count: 0
Seen: false
Enemy Present: false
Fleets Present: None
Under Attack: false

Quests...
QuestEventId: ROCK_CRYSTAL_BEACON, BeaconId: 18

Next Sector Quests...

Mu?: 1

Current Encounter...
Ship Event Seed: 8641
Surrender Event: SQUAT_PIRATE_MERCENARY surrender 9576
Escape Event:
Destroyed Event: SQUAT_PIRATE_MERCENARY destroyed 9581
Dead Crew Event: SQUAT_PIRATE_MERCENARY dead crew 9580
Got Away Event:

Last Event: SQUAT_PIRATE_MERCENARY surrender 9576





EDIT2: Never mind all of that, silly me forgot Steam had been running in the tray when I hibernated (I think?) Closed and restarted Steam, launched FTL, and with the Generic Sector Names mod removed, I was able to jump to the Crystal Sector successfully. Thanks!! :D
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Sleeper Service
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Re: FTL Captain's Edition 1.279/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue Aug 18, 2015 9:53 pm

Ok thanks for reporting back, that was really helpfull. The new version of the sector name patch should work with the crystal sector.

Download CE Generic Sector Names Patch 1.3 (Dropbox)

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