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

Distribute and discuss mods that are functional. Moderator - Grognak
Gidoza
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Gidoza » Thu Sep 29, 2016 11:48 am

You should reinstall FTL and delete slipstream backups (in the 'backup' folder in the SMM directory) of the .dat files before you launch SMM for the first time after your fresh install.

If the game gets fixed and augments are still a problem, sure, send it.


Sounds good. Will try it later today and let you know the results. :)
Gidoza
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Gidoza » Thu Sep 29, 2016 10:40 pm

if you're looking for the graphics for Heavy Laser I and II from vanilla, open SMM and go "File" --> "Extract Dats..." and you have to pick a directory to extract into or something. once you do this to the resource.dat file, then go to (the new directory)\img\weapons and they should be in there. if you know what they look like, great! if you don't then go to the data folder and open blueprints.xml and find the weaponArt name, then go to animations.xml to find what the actual file name is. note that the "strip4" or "strip8" is not included there

if you're trying to find the Heavy Laser I and II graphics in CE, then you'll need to find them by finding out what the weapon art name is by looking at the <weaponArt> tag in blueprints.xml.append then go to animations.xml.append to find out what the name of the actual file is by searching the name you just found to find what animation it links to.

since you want the original graphics, delete those ones you just found then go back to animations.xml.append, reference the file names of the vanilla files like it does in the vanilla file of animations.xml. no need to go back to blueprints.xml.append since the animation name is still the same.


Allright, so I looked in the folder img\weapons, but did not find what I was looking for. For clarity, I'm not looking for the animation of the bullet, but simply the picture of the weapon itself that is attached to the ship. It appears not to be there. Am I reading something wrong?
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mr_easy_money
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby mr_easy_money » Fri Sep 30, 2016 2:05 am

Gidoza wrote:Allright, so I looked in the folder img\weapons, but did not find what I was looking for. For clarity, I'm not looking for the animation of the bullet, but simply the picture of the weapon itself that is attached to the ship. It appears not to be there. Am I reading something wrong?

i'm assuming you're looking for the vanilla weapons Heavy Laser I and II
I could tell you exactly their names, but for all future reference:

1. go into blueprints.xml. find the weapon you want. locate the weaponArt tag. make sure not to confuse this with the image tag. the weaponArt tag is the actual weapon; the image tag is the projectile.
2. the text in the weaponArt tag refers to the weaponAnim tag in animations.xml. this tag/body of other tags contains two things noteworthy:
2-(i) the chargeImage tag. this contains the location of the glow image of the weapon you're looking for.
2-(ii) the sheet tag. this tag refers to the animSheet of the same name. the animSheet contains the location of the actual weapon art.

In action:
1. find heavy laser mark I. weaponArt tag says "laser_heavy_1". not to be confused with the image tag: "laser_heavy1", which refers to the projectile.
2. find the weaponAnim for "laser_heavy_1"

Code: Select all

<weaponAnim name="laser_heavy_1">
   <sheet>laser_heavy_1</sheet>
   <desc length="8" x="0" y="0"/>
   <chargedFrame>1</chargedFrame>
   <fireFrame>5</fireFrame>
   <firePoint  x="17" y="10"/>
   <mountPoint x="3" y="41"/>
   <chargeImage>weapons/heavy_1_glow.png</chargeImage>
</weaponAnim>

great! we found the weaponAnim tag for the heavy laser mark I.
2-(i) nice! now we know where the glow image is! (weapons/heavy_1_glow.png)
2-(ii) the sheet says "laser_heavy1". evidently this is the same as the weaponAnim name, but in other cases it might not be. now we know we need to look for the animSheet tag of the same name.

Code: Select all

<animSheet name="laser_heavy_1" w="208" h="62" fw="26" fh="62">weapons/heavy_1_strip8.png</animSheet>

great! we found the animSheet tag for the heavy laser mark I.
now we know where the weapon art location is! (weapons/heavy_1_strip8.png)

so now you know the process of how to find the images you were looking for! :)

Let me know if this works out ;)
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Auron1
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Auron1 » Fri Sep 30, 2016 9:32 pm

Uhm, I might have a problem with FTL_CE. For two times I have been unable to run the "Endless mode".
Here are the mods I have selected.

Code: Select all

C&C Weapons
GianTell
GO BALLISTIC! 1.2 GAUSS WHAT
CE Resource Pack 1.292
FTL Captains Edition 1.292
CE Additional Music Addon 1.292
EL Texture Pack 1.27
CE Infinite Addon 1.292
CE Additional Music Inf. Compatibility patch 1.0
CE Endless Loot Addon for CE Inf. 1.286
GO BALLISTIC! 1.0 CE compatibility
Shiny! UI and graphics v1.0 for CE
Blueprint Crafting 0.01b
Extended Pursuit Indicator x3 v.1.1
randomFlagship
Buteogallus_and_Cathartes_v.1.2
sideros_kr


On a side note, these Mods appear to be not working:
randomFlagship
Extended Pursuit Indicator
Buteogallus_and_Cathartes

The sideros_kr mod, a ship, doesn't seem to be CE_EL ready: I was unable to upgrade the Teletransporter beyond lv.3, while the other systems could be normally upgraded.
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
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Auron1
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Auron1 » Mon Oct 03, 2016 4:19 pm

I think I've found an incomplete weapon picture.

Check this out:
Image

The beam projector changes after 2 frames.
The picture's name is ba_beam_adaptive_2_strip_10_high_tech_2.png
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
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Sleeper Service
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Mon Oct 03, 2016 4:32 pm

Intentional. That's the frame when the beam starts appearing below the weapon, every beam weapon sprite in the game works like that.
Gidoza
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Gidoza » Wed Oct 05, 2016 3:13 pm

An observation about the On-Board Assembly line and the new system of not requiring time: it doesn't really make sense the setup as it is.

With my merely Human crew, I was able to produce 6 different things (if I remember correctly). The priciest ones made the fleet double its time, and neither of these pricey goods can be sold at "high" anywhere. On the other hand, amidst the list of all the non-pricey goods that don't double the fleet's speed, a couple of them CAN be sold for "high" while the others can't. Hence, the following questions come to mind.

1. Why would I bother producing any generic good for 10 Scrap when there is another 10-Scrap good that can be produced that has the potential to be sold for more?

2. Why would I bother producing one of the more expensive goods for 20 Scrap and losing a jump when I can produce a 10-Scrap good that can be sold for even more than the expensive one?


To put it simply: most of the list is superfluous, and in general it doesn't make any sense. I think we actually need some kind of a structured system here in order for this to be constructive and not a waste of the player's time or money (or, ultimately, Store space).

Here's some stuff that could be considered...

A. Civilian ships that want to purchase goods only ever accept Generic goods that have no "high" sale value anywhere else, and are willing to pay a higher value for them than any Store ever would (thus, "Generic" goods sell for "high" at civilian ships). This would give them a unique purpose that is differentiated from any other trade good, and worth producing.

B. If we're going to make a differentiation between goods that cost a jump and goods that don't, then the ones that cost a jump need to be the most valuable kinds, that CAN sell at "high," but whose cost is reduced to the same as any other (10 Scrap) when using the On-Board Assembly Line. The result is that you can get a deal on a normally-pricey good on a whim, or pay for a normal good without the cost of a jump. I'm not 100% sure that it would even still be worth it then, but it's certainly a better balance than ever investing in Solar Panels. When it comes down to it, though, it would probably just be simpler to keep a small list of Basic goods only that cost no Fleet time to produce.

C. Let's eliminate superfluous choices. Maybe the kinds of goods that show up each time could be randomized, but we shouldn't be having multiple Generic goods of the same cost showing up, or multiple otherwise-similar standard goods (generic or not) of the same cost showing up. We could reduce the list to only three or four and still have a good list of choices available.



I think a couple more notes could be added, but in essence I think this captures everything.
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Sleeper Service
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Wed Oct 05, 2016 5:04 pm

Humanoid crew does not enable producing anything. The things that are unlocked after gaining certain crew-members or ship upgrades are: Industrial Machinery (Engi Crew) , Hull Panels (Rock Crew), Small Arms (Slug Crew), Eccentric Artworks (Avatar Crew), Crystal Artefacts (Crystal), Shield Components (Shields lvl 7), Engine Components (Engines lvl 6); all of which sell for varying profit in way more sector types than the generic goods. What you'll want to produce depends on your upcoming sectors, there are situations where producing industrial machinery is more advantageous than producing girders. The only thing in the "produce generic tradegoods" options that's non-generic and has multiple in-demand locations are Plastic Items, those might get removed.

Civilian ships that want to purchase goods only ever accept Generic goods that have no "high" sale value anywhere else, and are willing to pay a higher value for them than any Store ever would (thus, "Generic" goods sell for "high" at civilian ships). This would give them a unique purpose that is differentiated from any other trade good, and worth producing.
While that would certainly be interesting, generic goods are designed to be the stuff that sells bad, since they are part of piracy rewards and where partially introduced to diminish the returns there a bit. Your suggestion would buff piracy quite a bit and in a somewhat weird way. Basically the ships that are prime targets for raids would at the same time be super interested to buy loot from the other ships you raided.

Gidoza wrote: If we're going to make a differentiation between goods that cost a jump and goods that don't, then the ones that cost a jump need to be the most valuable kinds, that CAN sell at "high," but whose cost is reduced to the same as any other (10 Scrap) when using the On-Board Assembly Line.
Nah, the system is designed to have good and bad options that the player can learn about over time, just like events in vanilla basically. Producing Industrial Machinery isn't really worthwhile, but its still 30 scrap you gain without risk. All other non-generic goods you can produce already range up to rare tier. Crystal artefacts can net you 110 scrap without firing a single shot.
Gidoza
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Gidoza » Wed Oct 05, 2016 8:16 pm

While that would certainly be interesting, generic goods are designed to be the stuff that sells bad, since they are part of piracy rewards and where partially introduced to diminish the returns there a bit. Your suggestion would buff piracy quite a bit and in a somewhat weird way. Basically the ships that are prime targets for raids would at the same time be super interested to buy loot from the other ships you raided.


I suppose that one of my concerns here isn't so much piracy per se, but that Trade Goods are often dropped as a singular reward for some battles (not against civilians) and are badly inferior in most cases to any kind of normal reward.

The other concern (probably a greater one) is, I guess, the very concept herein. Civilian ships didn't exist in Vanilla as they do now, and so encountering them is often a drawback for the player unless you have exactly the right thing to deal with the Civilian. If you don't, and aren't piloting a Pirate ship, then attacking the Civilian anyways almost always costs you more than you get back; and if you do drive a Pirate ship, then Generic Goods are the gift, because otherwise Piracy would be too strong and the returns need to be "diminished." Why do returns need to be diminished when the very presence of Civilian ships itself diminishes returns for standard play? Piracy just puts things ON PAR, it doesn't make anything stronger.

The corollary of this is that if you're flying any ship, and not in a Piracy situation, you'll often get Generic Goods as a reward for a perfectly normal fight, which is horribly inferior to any kind of normal reward. Add on to this that even if you are a Pirate and could sell Generic Goods to a Civilian vessel, the Generic Goods would still A. Give you minimal Scrap in return anyways, and B. Cost you a jump from the fleet. Nothing about this concept even comes close to being a boon for a player - rather the implementation itself is an in-born punishment, and Piracy almost brings it back to normal, but not quite. An unfortunate design.


Nah, the system is designed to have good and bad options that the player can learn about over time, just like events in vanilla basically. Producing Industrial Machinery isn't really worthwhile, but its still 30 scrap you gain without risk. All other non-generic goods you can produce already range up to rare tier. Crystal artefacts can net you 110 scrap without firing a single shot.


Except that you can just look it up, and with a list so large, I don't know why you wouldn't.
Superbeanz111
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Superbeanz111 » Sat Oct 08, 2016 12:51 am

Hello! First off, I'd like to say as a TERRIBLE player of this game, I think what you've done is AMAZING and I'd love to see more from you!
Edit: Guess I fixed it. Load order problem.


So, going right in, The CE Infinite mod won't load.

Don't know exactly what the problem is,

Don't know how to read code,

And I don't know why.

The mod's I'm using are pretty much all the CE mods except for vanilla ship loadouts, The endless weaponry for vanilla CE, and whatever is NOT supposed to be ran by CE.

I run all of the CE mods I need to, however once I start the game, It's just the vanilla CE game.

I'm thinking there may be something with the load order? Please get back to me as soon as possible. I will be online as much as I can.

~~Love, Superbeanz111

Edit: I forgot, I also run the Better floors CE and the BPaB Without the compatibility pack.

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