Gyrfalcon wrote:I'm experiencing crashes when I try to jump to certain type of sector (This is on 1.222, mind, but I didn't see a fix in the patch notes of 1.225, so I'm reporting it). I think it's the Rebel Stronghold sectors but I'm not certain. I didn't write the name of the sectors down but I'll do so on my next run; just thought I'd bring the issue to your attention first.
Well, knowing the sector name would definitely be helpful.
FortunaDraken wrote:I don't know whether or not it's been addressed before in some way (also I'm not on the latest version, finishing up a current run before updating), but strangely whenever I reach the Exit beacon and there's no event, it doesn't register as an empty becon, it'll just say it's the exit one. I guess in a way it's not technically empty, but when there isn't an event behind it shouldn't you get the socialise/make stuff/etc. opportunity?
I'm pretty sure that only happens on nebula exit beacons. Due to some internal problems these beacons can't call evenet lists. I find that making them empty beacons would just give you a random bonus and you get an empty beacon upon arrival at the next sector anyway so I'll rather leave these beacons as they are. Your crew is busy preparing for the hyper-jump and such.
123nick wrote:hey is there any way to play with the infinite addon without having the insanely increased prices?
Using Endless Loot for standard CE together with Infinite does this, as mentioned below the download link.
Gyrfalcon wrote:Another issue I found was with the Trade Union quest (the one with the three pirates?). I was notified after defeating the first pirate that a quest beacon would appear in the next sector, but when I arrived, no beacon. I found the woman at the tavern at the end of sector 5, fought the first pirate at beginning of 6 and expected to fight the next at 7. I expect it was supposed to work like Curator quest but I was cut short.
I really wanted to know what the most valuable trade goods in the galaxy was!
I'm pretty sure that this is a vanilla problem, related to nebula generation. Sorry that this depraved you of finishing the quest, but I don't think this is fixable. It happens very rarely though.
FortunaDraken wrote:Hrm. Not too fond of the new Hyperspace thing. I seem to be running out of fuel a lot as it is, so the added tension of not being able to explore enough to regain the fuel needed...dunno. It just doesn't seem to flow as well as the rest of the mod, but that might just be because it's new. On the fence about it right now.
If you want to travel at standard speed you'll need 14 additional fuel during the entire run. Given the various opportunities to gain fuel I find that quite than doable. Hyperspace jumps definitely increases fuel scarcity and require the player re-thing the role of fuel in the game. But they can also give you pretty distinct advantages if you manage your fuel and engines well.
Estel wrote:Out of curiosity - what about things like Beacon Access Kit, if used on the 1st beacon in the sector? Does it mess up fleet delays (overwrite it, instead of adding to it)?
Fleet delays that are called by event tags seem to work well together. But the automated buoy fleet delay seems to override any delays caused by events.
A small update is live. Note that CEs assets are now a stored in a separate download, the CE Resource Pack. This works much like the EL Texture Pack and makes the whole update process a little easier for all of us. The Resource Pack is best loaded before Captains Edition. Unless mentioned in future changelogs you do not have to download the pack again when the CE base mod is updated.
CE Resource Pack 1.225
- Initial release, required for the Captains Edition base mod
CE Update 1.225b
- Lanius Instigator layout fixed?
- CE textures and audio files outsourced to facilitate updating the mod
CE Endless Loot 1.225b for CE and CE Endless Loot 1.225b for CE Infinite
- "Shredder" works on bombs as intended now (fixes Slug A loadout)
- A few missile prefixes can be applied to bombs as well now