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

Distribute and discuss mods that are functional. Moderator - Grognak
Tycho X
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Tycho X » Sat Aug 01, 2015 10:16 am

Artamba wrote:Oooh, dude. Can you send me a photo of your writings? I'd love to see :D


I guess, but my handwriting is ugly as f**k and a lot of the events are several pages long :D

If you really want spoilers I'll gladly PM or email you some photos once I'm back home (on vacation right now)
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Sleeper Service
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Sleeper Service » Sat Aug 01, 2015 10:19 am

Artamba wrote:
Sleeper Service wrote:or a non-native speaker!

That would be shocking, right?! :o English is indeed not my native language. But I recommend you check the CE opening post. There is a github link there, leading to a repository where everyone can correct types or grammar for CE. ;)
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Sleeper Service
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Sleeper Service » Sat Aug 01, 2015 10:22 am

Oh and as for event suggestions, you can post them here: viewtopic.php?t=16726
Submitting them in FTL compatible xml format would go a long way if you want to increase the chance of them getting integrated. They should also match vanilla style in terms of choice level depth, individual text length and complexity. Meaning they should generally have few choice levels, short and efficient individual texts and should not be overly complex.

Sorry for the double post, for whatever reason "you can not delep posts in this forum".
Tycho X
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Tycho X » Sat Aug 01, 2015 10:39 am

Sleeper Service wrote:Oh and as for event suggestions, you can post them here: viewtopic.php?t=16726
Submitting them in FTL compatible xml format would go a long way if you want to increase the chance of them getting integrated. They should also match vanilla style in terms of choice level depth, individual text length and complexity. Meaning they should generally have few choice levels, short and efficient individual texts and should not be overly complex.

Sorry for the double post, for whatever reason "you can not delep posts in this forum".


I thought that might be the case. I'll keep that in mind.
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Artamba
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Artamba » Sat Aug 01, 2015 2:08 pm

Sleeper Service wrote:
Artamba wrote:
Sleeper Service wrote:or a non-native speaker!

That would be shocking, right?! :o English is indeed not my native language. But I recommend you check the CE opening post. There is a github link there, leading to a repository where everyone can correct types or grammar for CE. ;)


Hey now, I wasn't being abrasive! Only all-understanding n such

I didn't see the Github thing here! I'll check it out. How does it work? Do you check and approve/disapprove of changes every so often and patch it into the main game periodically? What's the deal?

Edit: I think I understand. When people alter a file, it separates it from the main hub and has no affect on it unless a master accepts their request to implement?
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Sleeper Service
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Sleeper Service » Sat Aug 01, 2015 5:00 pm

Pretty much, yes. It's a distributed revision control system that allows us to review changes made by contributers before they are implemented into the actual mod. It's very streamlined and efficient, if it works. ( https://en.wikipedia.org/wiki/Git_%28software%29 )

I'll get notified whenever someone commits a set of changes and I'll review them shortly after. The changes will then end up in the next CE update. Should enough corrections accumulate I might as well roll out a new version just because of that.
Tycho X
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Tycho X » Sat Aug 01, 2015 5:11 pm

So sleeper, you told me to post on that suggestion-thread. But how do I do this? Do I send each event separately or in like packages of 10 or all in one massive post? Because trust me, if I actually get 100 events done... or more... ;)
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Sleeper Service
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Sleeper Service » Sat Aug 01, 2015 6:19 pm

Code: Select all

The code tag can display a lot of text in compressed form, might be helpful there. Looking forward to it.
Tycho X
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Tycho X » Sat Aug 01, 2015 10:19 pm

Sleeper Service wrote:

Code: Select all

Okay,thanks! But I'm afraid they'll most likely be sent without the code actually pre-written, since I don't really know how that works (meaning lots and lots of bugs and errors).
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Sleeper Service » Sun Aug 02, 2015 1:20 am

Well thats ok I guess. If your events roughly match the criteria and have some appeal I might still integrate them. However, you'll have to understand that refining the event into xml is part of the job and requires a lot of time and testing and ultimately creates greater risk on my side (as opposed to ready-to-use, pre-tested xml format events; something that pretty much no one actually submitted ever :roll: ).

But in any case, I think it's great that you literally created a hundred events and that you are that committed to the game and the mod. I'd really like to have a look at what you came up with. :)

Just remember that ultimately ideas are cheap. ;) I don't mean this to be dismissive of your effort, I think it's great that you came up with a hundred ideas. But I hope you see the cost of the decisions (ideas) you make. Or as Jesse Shell would put it: Expecting me to care more about your ideas than you do yourself isn't the best pitch.