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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Sleeper Service
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Sleeper Service » Thu Apr 30, 2015 4:17 pm

I appreciate you reporting that, but there is little I can do. All I really can do is making sure that the mod runs stable on my end, which it does. The problems you mention seem not to be very widespread either. You could try making more memory available to FTL or re-downloading the mod filed, that might affect performance. *shrug*
werner
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby werner » Thu Apr 30, 2015 5:05 pm

It definitelly seems to be connected with memory. The clean game takes 791MB RAM, whereas with the very basic CE mod set activated it takes 1709MB right after pressing the START button. It runs in the 32bit mode so I guess I cannot increase its memory resources any more.

EDIT 19:16: I just managed to start the game with the CE mod installed without the resource pack. The game takes again reasonable amounts of RAM (~800 MB), I don't see ship/weapons textures or crew faces, but it seems I am able to play normally and make use of the additional options like socializing with the crew etc. Will see how it works, maybe that will be my workaround.

EDIT2 19:36: I dared to use winZIP and modify the resource pack so that I stripped the subfolder "stars" from all the PNG files (they were 60MB total). This reduced the consumed RAM amount to about 1200MB which enables me to play normally, see the ship/weapons backgrounds. I will not be able to see the beautiful backgrounds, but if thanks to this I can play in a stable way, it will be worth it.
English Narwhal
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby English Narwhal » Thu Apr 30, 2015 6:15 pm

werner wrote:It definitelly seems to be connected with memory. The clean game takes 791MB RAM, whereas with the very basic CE mod set activated it takes 1709MB right after pressing the START button. It runs in the 32bit mode so I guess I cannot increase its memory resources any more.

EDIT 19:16: I just managed to start the game with the CE mod installed without the resource pack. The game takes again reasonable amounts of RAM (~800 MB), I don't see ship/weapons textures or crew faces, but it seems I am able to play normally and make use of the additional options like socializing with the crew etc. Will see how it works, maybe that will be my workaround.

EDIT2 19:36: I dared to use winZIP and modify the resource pack so that I stripped the subfolder "stars" from all the PNG files (they were 60MB total). This reduced the consumed RAM amount to about 1200MB which enables me to play normally, see the ship/weapons backgrounds. I will not be able to see the beautiful backgrounds, but if thanks to this I can play in a stable way, it will be worth it.


32 bit and CE do not play well. CEi may still just crash FTL in 32 bit.
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Nevill
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Nevill » Fri May 01, 2015 10:33 pm

Hi.

So after about a year and a half of abstinence I finally decided to try out CE Infinite. The project grew up quite nicely, good job all around.

I decided to chime in and do my share of typo and bug reporting. I am playing CE Infinite with EL, plus Shiny on top of it with vanilla-style portraits.

http://s20.postimg.org/evwynn7lp/2015_04_26_215021.jpg
"This unit's".

http://s20.postimg.org/846jksim5/2015_04_26_232506.jpg
http://s20.postimg.org/b8h7hkzel/2015_04_26_232536.jpg
http://s20.postimg.org/c9hg6pge5/2015_04_26_232543.jpg
No tips available for new items.

http://s20.postimg.org/ceq9dhu0t/2015_04_27_222739.jpg
"cowardly warriors" (?)

http://s20.postimg.org/bmijh6ji5/2015_04_28_212359.jpg
"is teleported".

http://s20.postimg.org/l4ncecbi5/2015_04_28_214153.jpg
"violent bureaucrat". Also, is the word 'Captain' capitalized intentionally? I am not sure whether to point out strings that capitalize it or the ones that don't.

http://s20.postimg.org/xgq8rtzct/2015_04_29_000609.jpg
http://s20.postimg.org/uit9y4rp9/2015_04_29_000616.jpg
Invisible crewmember on the first screenshot. That one may be on Shiny, not sure.

http://s20.postimg.org/uy4jr5dml/2015_05_01_221159.jpg
Window is too small for 3 digits. I assume it's an engine limitation?

http://s20.postimg.org/t51n2tsfx/2015_05_01_221252.jpg
"This sector's goverments". Also, "decided not to join" to me sounds more natural than "decided to not join".

http://s20.postimg.org/omzcaqce5/2015_05_01_222920.jpg
Can't activate the drone when it is both ionized and damaged, even though I have the power for it.
Also, in the very same fight the laser weapon on the left didn't shoot once, despite glowing green as if it is ready to fire. I don't know what the weapon is and how it is supposed to act, though.

http://s20.postimg.org/tbfc5x1kt/2015_05_01_224745.jpg
"coming to life".

http://s20.postimg.org/l77816f5p/2015_05_01_225128.jpg
"coordinates" (?) Hmm, that one seems to be a vanilla event.

http://s20.postimg.org/mniqjbi2l/2015_05_01_233417.jpg
'non-sentient' instead of 'non sentiment', perhaps? Also, is 'cruiser' in 'cruiserNameTag' not capitalized intentionally?

- Forgot to take a screenshot, but it appears Boosterless Boarding Drone is useless in a Giant Spiders event, unlike vanilla.
Last edited by Nevill on Sat May 02, 2015 6:05 am, edited 1 time in total.
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stylesrj
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby stylesrj » Sat May 02, 2015 1:12 am

Can't activate the drone when it is both ionized and damaged, even though I have the power for it.


The game treats disabled systems strangely. Any damage sustained to a system removes that power bar. Since the system only has one power bar (despite the 3 "disabled" bars) it means the system cannot be powered.
Nevill
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Nevill » Sat May 02, 2015 12:28 pm

Continuing from the last time.

http://s20.postimg.org/n2ylq2tdp/2015_05_02_093325.jpg
If there is no way to make the text fit (say, by uniting some strings - "Fire/Breach Chance - Low/Medium". Hull/System/Ion Damage - 3/1/0" etc), then at least please consider removing the tips. You can't see the stats until you buy the weapon.

This description, for example, is much more concise:
http://s20.postimg.org/pcmq0u2bh/2015_05_02_093347.jpg

http://s20.postimg.org/7nuz97qkd/2015_05_02_093416.jpg
The dot at the end of the sentence is missing.

http://s20.postimg.org/w0jbnfltp/2015_05_02_101434.jpg
"the cruiser's weapons".

http://s20.postimg.org/4egk2r2gt/2015_05_02_102744.jpg
I have encountered a Zoltan ship without super shields. Is that normal?

http://s20.postimg.org/z63xdn4fx/2015_05_02_120523.jpg
Can an extra space be added between the text and the warning?

http://s20.postimg.org/xkonltu7x/2015_05_02_120908.jpg
I am not sure about that one, but isn't 'militia' singular, like 'army'? You don't call in the 'armies'. I may be mistaken here.

http://s20.postimg.org/4osnzu6gt/2015_05_02_123306.jpg
I can't help but think something is wrong with the 'tried to get away another time' sentence here.

http://s20.postimg.org/8sp1eld19/2015_05_02_130904.jpg
Extra capitalization on 'you'.

http://s20.postimg.org/ieiluw471/2015_05_02_131937.jpg
The game tells me the pursuit is doubled at the 'Last Stand', even though there is no pursuit. You get this message if you scan the sector.

http://s20.postimg.org/ogutz4i0t/2015_05_02_133344.jpg
It looks like ASB deployment against the Flagship either does not require extra 1 power or does not mention it in the text.

http://s20.postimg.org/8jw22epml/2015_05_02_133359.jpg
"too close".

http://s20.postimg.org/jm150ujp9/2015_05_02_134532.jpg
"its life support", "to transfer power".

http://s20.postimg.org/xgzfjbe4d/2015_05_02_135417.jpg
http://s20.postimg.org/3qcaxjt4t/2015_05_02_135422.jpg
I have bought the L. Intruder drone in a store that is supposed to ionize enemy systems. However, once I used it it turned out to be a regular boarding drone that just attacks systems instead.

Overall, it was a pretty fun experience. I have played for about 10 hours before I decided to finally hit the Flagship.

I have mixed feelings about the progression. It looks like the costs for systems are far too steep. Yes, I get that the intention behind the mod was to prolong the game, hence CE Infinite, but I feel it takes it a step too far.

It maintains balance pretty well in the beginning stages of the game, where I had from 1 to 2 Deep Space runs before I hit the next sector. You don't want to linger in the beginning sectors because the rewards are abysmal, but you can't dive into later sectors from the get go. The game becomes less about upgrading your systems and more about finding good equipment that would fit your power requirements, since weapons and drones cost peanuts compared to the upgrades.

On average, you get about 200 scrap per sector +an extra 100 scrap per sector level, the more the further you go. This is usually enough to get a few beginning upgrades going.

However, at about sector 6 you hit a wall where upgrading the systems costs far more than you make. I had to grind considerably to get my shields to tier 3, and to put my weapons to lvl 9 and my shields to lvl 8 before the final battle I had to do about 20 Deep Sector runs. I can't say this was very fun. I have already assembled quite a collection of OP equipment (so getting new items wasn't an incentive to go further), so I just scanned new sector and went through the nodes where there were no ships, hoping for a freebie.

I know it is kind of a 'choose how you are going to have your fun' type of mod, but the latest upgrades are pretty much unatteinable. I felt that if the costs were downgrated to about 2/3 of what we have now (and perhaps even further for the endgame), the game would have been just right for me - difficult enough in the beginning to keep things fresh, but without turning into a boring grind in later sectors.
Last edited by Nevill on Sat May 02, 2015 6:16 pm, edited 6 times in total.
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby stylesrj » Sat May 02, 2015 12:44 pm

I have bought the L. Intruder drone in a store that is supposed to ionize enemy systems. However, once I used it it turned out to be a regular boarding drone that just attacks systems instead.


I had the same problems when I tried making a boarding ship. I wanted 4 Boarding Drones and 2 Ion Intruders boarding an enemy ship at high speed. The Ion intruders turned into Boarding Drones upon testing.

I dunno what's up with that but I suppose Ion Intruders only work for Ion Intruders only and you can't make custom versions.
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Sleeper Service
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Sleeper Service » Sat May 02, 2015 1:25 pm

I don't know man, in sector lvl 6 you'll get about 40 scrap per fight, that should amount to more than 200 scrap per sector. But the issue is a little more profound I guess. The thing is that FTL ultimately isn't built for endless play. The infinite workaround and FTLs structure we have at hand might always a) allows the player to get too powerful too quickly or b) draws out the game too long. It really just depending on your own individual preference where the sweet spot between those two extremes is, I probably can't make everyone happy here. I actually never claimed that Infinite play is a great idea, I literally made this on a lazy sunday afternoon cause people kept requesting it. Some people seem to find it fun, so I won't argue... :D

In either way, I believe that the game will loose its fun quickly, at last for me it does. I don't find grinding very fun either, but that is just what Infinite play is going to be about. Either that or flattening everything in your way after an hour. You might simply be looking for a different gameplay altogether than Infinite provides. You pointed out that you hit a dead point equipment wise already and that this made the run less fun, so I'm not convinced if hitting this point upgrade wise as well would actually have been more fun.

The original Infinite already allowed the player to become very powerful rather quickly, so I decided to take the other way. I believe that the game dies quicker if you come to realize that there is nothing left to work towards. And reaching that point in CE Infinite is really hard, at least upgrade wise. The sweet spot I did choose for CE Infinite might not work for you, but maybe you just realized that Infinite play isn't your thing anyway. Or maybe the other Infinite mods are more fun for you.
Nevill
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby Nevill » Sat May 02, 2015 4:02 pm

Sleeper Service wrote:I don't know man, in sector lvl 6 you'll get about 40 scrap per fight, that should amount to more than 200 scrap per sector.

I meant that you get roughly a (sector number+1)*100 scrap per sector, combined with the money you make from selling the loot. It probably is too generous an estimate, though.

Sleeper Service wrote: But the issue is a little more profound I guess. The thing is that FTL ultimately isn't built for endless play. The infinite workaround and FTLs structure we have at hand might always a) allows the player to get too powerful too quickly or b) draws out the game too long.

I chose Infinite exactly for its 'infinite but limited' structure. You can play infinitely, but with diminishing returns you have to progress further and further to be able to afford the upgrades. That is what keeps the game challenging. I have moved in sector 6 with just 2 shields because the returns from sector 5 were too slow to advance them to 3rd tier. The going was rough, but additional money allowed me a few essential upgrades. That's where the fun was.

But the funds I got at sector 7 were insufficient to make my ship what I would consider 'Flagship ready'. That's why I think the endgame progression is screwed up.

Sleeper Service wrote:It really just depending on your own individual preference where the sweet spot between those two extremes is, I probably can't make everyone happy here. I actually never claimed that Infinite play is a great idea, I literally made this on a lazy sunday afternoon cause people kept requesting it. Some people seem to find it fun, so I won't argue... :D

Yeah, it is probably individual. I never claimed that my definition of fun should fit all. It would be interesting to see the feedback from others on the matter.

Me, I just chose CE Infinite to see what CE has in store without the usual hurry. I could sit back and play suboptimally just to see more of the game.

I still haven't seen the half of it. For example, not once in 10 hours have I seen hazards other than vabilla ones. Actually, that is a bit strange now that I think about it. Was I just unlucky or is something broken? In regular CE games I see them all the time.

Sleeper Service wrote:You pointed out that you hit a dead point equipment wise already and that this made the run less fun, so I'm not convinced if hitting this point upgrade wise as well would actually have been more fun.

That's the point where I'd have liked to proceed to the Flagship and win.

But perhaps I should have risked it and tried to take on the Flagship with 6 lvl shields, 5 lvl engines, 7 lvl weapons and no cloak. I just didn't feel very confident about it, since there still were rebel cruisers around that gave me a hard time with my load-out.

Sleeper Service wrote:Or maybe the other Infinite mods are more fun for you.

I am quite fond of CE features, actually, so I naturally prefer not to part with them. :)

Eh, anyway, it should be easy to modify by myself if I needed to, I just wanted to share my take on it.
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stylesrj
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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Postby stylesrj » Sun May 03, 2015 4:14 am

Is it alright to advertise my Faster Than Police Mod video here if I used Captain's Edition for the run?

http://youtu.be/HeOG6c-CF38

Seriously, I forgot how brutal CE is after a long absence from it. Can I still say that Mine Drones suck and need to go frak off and die?
And the same can be said for those bloody Pernach Focus Beams in Sector 1.

Everything else is fine. It's just that those two things really do ruin an early run... or a late run.

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