FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- FreedomFighter
- Posts: 34
- Joined: Sun Oct 21, 2012 9:31 am
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
All good. How do i crank the file open then? Not really good into modding on any game but this one interested me.
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- Posts: 819
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
FreedomFighter wrote:All good. How do i crank the file open then? Not really good into modding on any game but this one interested me.
Just change the extension of the file from .ftl to .zip. .ftl files are really just renamed .zip files. Also you can unpack the vanilla game files using the ftl unpacker tool. Just search around for that.
- FreedomFighter
- Posts: 34
- Joined: Sun Oct 21, 2012 9:31 am
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
Did that mean i will have full access to every info? Cool. I don't mind reading about thing i am interested : )
Btw, Defense Drone with fast reload like 0.3-1.0 sec still unable to shoot down multiple projectile in row? I see it deal with Hacker Drone very well (Sometime, it slipped through) but against some Launcher that launch 2-3 in row or multiple Launcher, It seem to target only the first one that been shot. Still, i am happy with it capable to get rid of those Hacker Drone quite clean.
Btw, Defense Drone with fast reload like 0.3-1.0 sec still unable to shoot down multiple projectile in row? I see it deal with Hacker Drone very well (Sometime, it slipped through) but against some Launcher that launch 2-3 in row or multiple Launcher, It seem to target only the first one that been shot. Still, i am happy with it capable to get rid of those Hacker Drone quite clean.
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- Posts: 819
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
Hey Sleeper, thanks for sending me the hazard warning template you used for CE a long time ago. I finally got around to updating the CE Hazard Warning symbols to look more like the warnings from AE (With a darker more visible glow behind them). If you want to use these symbols in the future I included them in the .ftl file for the newest CE version of Shiny!. You can also find some updated hazard warning images using these symbols in there.
Also, could you change the name of Shiny! on the Master Mod List to remove the version number. Thanks.
Also, could you change the name of Shiny! on the Master Mod List to remove the version number. Thanks.
Last edited by Russian Rockman on Sun Jan 04, 2015 10:59 pm, edited 1 time in total.
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- Posts: 1
- Joined: Sun Jan 04, 2015 8:03 pm
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
Game crashes upon jumping to a beacon/sector or upon choosing an event option:
Please report the crash in the thread. If you want to help out even more, then provide as much information as possible (screenshot?; sector name?; event type: open space?, nebula?; in case you had scanning augs: hostile present at beacon?, hazard present at beacon?) Remember that you can still continue your run with AEs crash save most of the time.
http://puu.sh/e4sCf/6f26bf257a.png Crash on pressing "1"
http://puu.sh/e4sIj/1c81a705b1.png Sector, name, node.
http://puu.sh/e4swP/2fddc2871b.png Augmentations
http://puu.sh/e4sWd/d53882b000.png Mods installed checkmarked
That's all I've got.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
Hey me again,
Is this the way it should go?
I can see how the fleet advances since you took the time to 'interrogate' them.
On the other hand seeing that this option is a blue one and it states you learned about the rebel fleet, it seems odd that you get nothing from it other than the rebel fleet actually speeding up. It might be possible it does something later on since I posted this mid-run.
It's the "You find rebel recruits" event.
Also :
Grtz,
Biohazard063
Is this the way it should go?
I can see how the fleet advances since you took the time to 'interrogate' them.
On the other hand seeing that this option is a blue one and it states you learned about the rebel fleet, it seems odd that you get nothing from it other than the rebel fleet actually speeding up. It might be possible it does something later on since I posted this mid-run.
It's the "You find rebel recruits" event.
Also :
Grtz,
Biohazard063
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- Posts: 819
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
I've never gotten that event. Is that a Mantis specfic event? Because it sure fits the theme of the Mantis, but for anyone else, that is pretty hardcore.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
Russian Rockman wrote:I've never gotten that event. Is that a Mantis specfic event? Because it sure fits the theme of the Mantis, but for anyone else, that is pretty hardcore.
Can't say, first time I had the blue option pop-up myself. I could go look into the .xml files I suppose. Now that I actually know how to do that...
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- Posts: 1
- Joined: Fri Jan 02, 2015 2:46 pm
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
Good day Guys!
I am facing a problem trying to install CE 1.269 with a GOG FTL:AE version. The slipstream mod manager keeps giving me a "Warning - junk file!" line for each file during the patching process, and ofc the mod is not working afterwards. I already tried:
- completely delever everything, download fresh, restart, install - no success.
- Switch mod loadorder - no success, even with only CE and CE resource pack.
- Apply more memory to Java - did work, but no success.
May be somebody has another idea how to get it work? Possibly an old version combination (FTL 1.xy with CE 1.abc)? I really would like to see this mod up and running..
Thanks for help!
I am facing a problem trying to install CE 1.269 with a GOG FTL:AE version. The slipstream mod manager keeps giving me a "Warning - junk file!" line for each file during the patching process, and ofc the mod is not working afterwards. I already tried:
- completely delever everything, download fresh, restart, install - no success.
- Switch mod loadorder - no success, even with only CE and CE resource pack.
- Apply more memory to Java - did work, but no success.
May be somebody has another idea how to get it work? Possibly an old version combination (FTL 1.xy with CE 1.abc)? I really would like to see this mod up and running..
Thanks for help!
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266
I've got this crazy idea involving Slugs and Mind Control...
If the ship has a Slug, there should be an option to disrupt the enemy's Mind Control System (of course you could use it if they don't have one but that'd be silly) but there's a high risk of failure and a low risk of the Slug being killed from the mental burnout (and it's so severe that not even the Clone Bay can revive them... or maybe it can).
Now I've got this odd idea of every race having a "unique ability" that can be done before combat (or during combat when those interludes come up) that have a "high risk, low reward" kind of approach. So a Slug can disrupt Mind Control, but might die... an Engi or a Ghost could do emergency hull repairs, but might die from burning out their nanites/processors... a Zoltan could upgrade the reactor (or become reactor energy) but will be consumed in the process... etc.
I dunno what the Rocks could do... maybe tear off their bodies to make missiles while a Crystal becomes a Crystal weapon? Just small things that may give you the edge in combat but could also end a run if you're not careful.
If the ship has a Slug, there should be an option to disrupt the enemy's Mind Control System (of course you could use it if they don't have one but that'd be silly) but there's a high risk of failure and a low risk of the Slug being killed from the mental burnout (and it's so severe that not even the Clone Bay can revive them... or maybe it can).
Now I've got this odd idea of every race having a "unique ability" that can be done before combat (or during combat when those interludes come up) that have a "high risk, low reward" kind of approach. So a Slug can disrupt Mind Control, but might die... an Engi or a Ghost could do emergency hull repairs, but might die from burning out their nanites/processors... a Zoltan could upgrade the reactor (or become reactor energy) but will be consumed in the process... etc.
I dunno what the Rocks could do... maybe tear off their bodies to make missiles while a Crystal becomes a Crystal weapon? Just small things that may give you the edge in combat but could also end a run if you're not careful.