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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slowriderxcorps
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Re: FTL Captain's Edition 1.1

Postby slowriderxcorps » Fri Feb 14, 2014 6:34 pm

Mr. Mister wrote:Wait, sMPK-CE has sector-data? I'm on mobile, and that's news to me. Any reason why, slowy?


It's needed for making the Crystal weapons capable of spawning in Rock sectors, and as of one of the recent-ish updates, the racial-exclusive augments as well.
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Sleeper Service
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Re: FTL Captain's Edition 1.1

Postby Sleeper Service » Fri Feb 14, 2014 6:48 pm

slowriderxcorps wrote:it did detect a few nuances with listed weapons/augments that have the wrong names.

As for the custom music mod.. my best guess is that installing that after the CE patch will keep its influences in play.


Hm, I checked CE 1.1 the other day and the mod itself produced no errors. There is some left over vanilla stuff from early development that always shows up as errors. My guess is that thats this stuff. Also without posting the ID's I can't know what you referring to. The line numbers don't really help if you look at the actuall append file, line 31 in my blueprint.append is right in the middle of the oxigen blueprint for example. No augment there. ;)
Mr. Mister
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Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Fri Feb 14, 2014 6:50 pm

Then, shouldn't it be fine as long as you don't touch (abd by that I mean include) the new CE sector types' entries?

And slowy, I assume you get those errors even after loading your Alpha? Maybe it's time you update that then with tlcorrections for hse vanilla errors.
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slowriderxcorps
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Re: FTL Captain's Edition 1.1

Postby slowriderxcorps » Fri Feb 14, 2014 6:56 pm

Well the weapon ones were cases of the weapon BOMB_BREACH appearing in the Slug Weapons pool, the first two augments were that of HULL_ARMOR and ADV_HULL_ARMOR appearing in the STARTING_AUGS pool (possibly a vanilla issue), and an augment AE_TELEPORTERS_JAMMER appearing in the CE_AUGMENTS_UPGRADEABLE and AE_COMBATAUGS pools.

EDIT: Yeah, the BOMB_BREACH occurances are in the Alpha-BaseGame and the base 'kit. Those have now been cleaned up.
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The Captain
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Re: FTL Captain's Edition 1.1

Postby The Captain » Fri Feb 14, 2014 8:38 pm

MightyKebab wrote:...EDIT: I also thought of this just now. Maybe, the Federation v Rebel war was merely caused by Federation's moralities. Us players, atelast most of us, use other races to our advantage. We never let a rockman or mantis tend to ship repairs or man systems when we have a teleporter, we never send a zoltan/engi when we do, and we always have a human or slug man the helm because they have no specific traits. Rebels instead, want the races to do whatever they want and believe only humans can protect them. Further support of this claim could be found in the hangar, where a Rockman is singlehandedly carrying crates which would otherwise require the full strength of 2-3 humans.

This strikes me as backwards. The Federation is inclusive, the Rebels exploitive. Remember the Zoltan First Contact event? The Rebels want to "liberate" the planet: "These aliens will not be left in ignorance where they cannot be of use!" You have the option of protecting the alien way of life. If you defeat the Rebel ship, the Zoltan praise you for upholding Federation ideals.

And maybe you shouldn't speak for "us" and use absolutes like "always" and "never." I often have a Rock as pilot, and he doesn't necessarily get moved to boarding duty. If I have a lot of Mantises on my crew, some might man systems.
Mr. Mister
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Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Fri Feb 14, 2014 8:49 pm

I did some comparisions, slowy, and I found no difference between yours and CE's entries for Industrial and Quarentine sectors in sector_data. You could just remove those entries from sMPK-CE, and this way the custom music can make it in.

Or you could upload another add-on to be used on top of sleepy's.

BTW sleepy, I added some names on the Sector Naming thread. Namely for the last sec- nevermind, I already posted, but I just saw now your note saying only the first name will be called. I suspect the only workaround would be to do duplicates of the final sector with different names. I guess that's a way to make different experiences on the final sector.
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Sleeper Service
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Re: FTL Captain's Edition 1.1

Postby Sleeper Service » Fri Feb 14, 2014 9:03 pm

There is no list to add these duplicates. The game is hardcoded to always call the ID "FINAL" for the last sector.
Lamedonyx
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Re: FTL Captain's Edition 1.1

Postby Lamedonyx » Fri Feb 14, 2014 10:31 pm

I wondered if it was possible for me to do a French translation of the mod. It would be a hefty amount of work, but since FTL is quite popular, and there was a French patch, I thought that it would be a good idea to make some mods in French too. And what would be better to start with than the king of all FTL's mods : Capitain's Edition.
Mr. Mister
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Re: FTL Captain's Edition 1.1

Postby Mr. Mister » Fri Feb 14, 2014 10:44 pm

You should definitely had made the boarders wack at the doors... at least it's not like being with the boss' first phase at 1 hull and have your stupid-ass mantis teleported into a still intact weapons' room (whose operator was killed by light lasers), and since there's no other rooms connected to that one, not having any means of telling your mantis NOT to smack the machinery in the room. In the end, they cloaked just before my teleportetr recharged, and the stupid mantis broke the ship just before it de-cloaked.
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Sleeper Service
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Re: FTL Captain's Edition 1.1

Postby Sleeper Service » Fri Feb 14, 2014 11:05 pm

Lamedonyx wrote:I wondered if it was possible for me to do a French translation of the mod. It would be a hefty amount of work, but since FTL is quite popular, and there was a French patch, I thought that it would be a good idea to make some mods in French too. And what would be better to start with than the king of all FTL's mods : Capitain's Edition.


Qui, c'est pas un problem pour moi. J'aim cette langue beaucoup, mais ca faire loun temp que je le parlé. Donc je ne peux pas te aide avec ca. Alright, I barely can write it... The problem remains that you might end up having to keep it updated as well, at last if you want people to enjoy the latest version of CE in French. Translating everything would already be a huge piece of work. But tracking changes and constantly implementing them into the translated version will be a really tedious job. But its up to you if you want to bother with that. Some professional editing software with advanced compare and replace functionality would help I guess...

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