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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Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Estel » Tue Jul 29, 2014 6:05 pm

@FortunaDraken
I start to strongly dislike turning this thread into BPAB troubleshooting one. Especially, that I' tried to help you in the other thread, and you reacted "luser way". Trying your luck in every unrelated thread, and moving to next one when you antagonize people in the last, is hardly a way to go.

@Flagship discussion
Apart from giving player partial data on the flagship equipment at the start of run, indeed it would be nice to have few (but only few) possibilities to discover more of the data. Preferably, at medium-to-high cost/risk. For example, we have this nice event, where we're asked to deliver confidential data to Union outpost for a reward, without decoding it. If we disobey rules, in some cases, we find that it's the same data that we're carrying, but even more detailed. Ideal place to put more info on the flagship, huh? ;) Not guaranteed, too, as it also have chances to turn out into list of Fed deserters, or other mundane things.

Of course, it deprives us of reward from acting as courier for the data (and even forces to fight with station, if we decide to try our luck - BTW, some time ago, I suggested that having AI core from Vortex or AI crew-member could allow looking at data without leaving traces of someone tampering with it, haven't had chance to check, if it was implemented). Other way could include having to fight for the data (some black-market stations seems to know what we're carrying and want to get it from our corpse - we could assume, that some crime lords could have such data, as well), or other high-risk things, instead of "just" depriving us of high reward.

Overall, it's turning into awesome idea of important CE module - Flagship extension (FL_) ;)

/Estel
Last edited by Estel on Wed Jul 30, 2014 2:15 am, edited 1 time in total.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby rannl » Tue Jul 29, 2014 8:50 pm

I've done a lot of thinking on the random flagship generation.
I think the 1st version should be based on all the assets being premade, grouped in pools (weapons, augs, layouts, skins, etc.). The random engine will select assets from each pool based on user definitions (select 4 weapons from the weapon pool, without selecting the same weapon twice, for example).
After all required assets have been selected, the .ftl file will be generated.

The next version will allow for procedurally generated assets. Things will get more interesting there ;)

Just want to have a solid framework before diving into the procedural stuff.
zabing12
Posts: 63
Joined: Fri Jul 18, 2014 5:35 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby zabing12 » Tue Jul 29, 2014 10:10 pm

I don't know if this means anything, but;


Code: Select all

> data/tooltips.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_interceptor.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_bomber.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/anaerobic_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/crystal_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/anaerobic_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/crystal_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events_imageList.xml.append
~ LF line endings (CR-LF is safest)

> data/sounds.xml.append
~ LF line endings (CR-LF is safest)

> data/blueprints.xml.append
~ LF line endings (CR-LF is safest)

> data/events_slug.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_broodship.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events_nebula.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_assault.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/ce_boss_3_fleet.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/events_fuel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_ships.xml.append
~ LF line endings (CR-LF is safest)

> data/newEvents.xml.append
~ LF line endings (CR-LF is safest)

> data/events_pirate.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rebel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rock.xml.append
~ LF line endings (CR-LF is safest)

> data/events_zoltan.xml.append
~ LF line endings (CR-LF is safest)

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/events_mantis.xml.append
~ LF line endings (CR-LF is safest)

> data/events_engi.xml.append
~ LF line endings (CR-LF is safest)

> data/events.xml.append
~ LF line endings (CR-LF is safest)

> data/events_boss.xml.append
~ LF line endings (CR-LF is safest)

> data/events_crystal.xml.append
~ LF line endings (CR-LF is safest)

> data/sector_data.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_scout.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_instiator.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>
Last edited by zabing12 on Wed Jul 30, 2014 12:07 am, edited 1 time in total.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Sleeper Service » Tue Jul 29, 2014 10:46 pm

These xml inconsistencies are completely redundant, they do not affect the game in any way as far as we can tell. They don't come directly from the mod either, they are really just from stuff that I pulled directly from the game file. So even if you play our FTL completely unmodded, these technicall errors are actually there, but the defs did not bother to fix them cause thy really don't matter (I actually mentioned this stuff during the AE beta).

By the way: There is a [code] tag to not make very long stuff like log data clutter the threads as much. :roll: Care to format that post?

/Edit
~ Strict XML Parser Issues:
! <!-- No other dashes should touch. -->

God, that is the most obnoxious one. Come on SMM, allow those dashes some privacy! No seriously, the validate function is extremely useful and probably allowed me to discover and fix stuff countless times. Still, those reports don't matter. If you get full out errors and the validator stops parsing then something is wrong. That wasn't the case here.
Last edited by Sleeper Service on Tue Jul 29, 2014 10:54 pm, edited 1 time in total.
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby FortunaDraken » Tue Jul 29, 2014 10:52 pm

Estel, the way you reacted in the other thread was highly unprofessional. The reply you worded read as if you were talking down to someone, and I am not a person who likes being talked to like that. Seeing as no one in that thread was apparently willing to help me, I asked here because I know that there's some very talented people on this forum and all I wanted was to get the mod working. That was all.

The bug I just reported has to do with CE, so I don't know why you have an issue with it. It's with the Vanilla Portraits Addon, and I mentioned it wasn't on the front page load order, something Sleepy might wish to fix in order to avoid others reporting the bug I mentioned. If BB is the mod affecting the VP, then that is merely what is happening. I am not asking about it, but about VP.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Sleeper Service » Tue Jul 29, 2014 11:04 pm

FortunaDraken wrote:I asked here because I know that there's some very talented people on this forum and all I wanted was to get the mod working. That was all.

Well thanks, I'd like to help you to get everything working but as Karto said, there is not much else that can be wrong besides what he suggested:

kartoFlane wrote:@FortunaDraken
Looking at the BPaB thread... Have you extracted the 7z file, or renamed it to .ftl? Because you should extract it, the .7z contains the proper .ftl file :X
Other than that it could be missing CE-BPaB compatibility patch, or incorrect mod order.
Those are the only reasons I can think of for it not to work *shrug*


Concerning the Vanilla Portraits Addon: Event though I linked that in the OP I'm actually not the author of that submod. You'll have to talk with Russian Rockman about this, he made it.
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby FortunaDraken » Tue Jul 29, 2014 11:25 pm

Yeah, it turned out that was the issue, I managed to get it working now |D;; Kind of face-palmed at myself for that one.

And aaah, okay!
Lunaraia
Posts: 17
Joined: Wed Apr 16, 2014 9:00 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Lunaraia » Tue Jul 29, 2014 11:55 pm

So, Iv'e run into a rather wierd issue here, I had to get a new computer as my old one kinda... died, and I had to reinstall FTL, however now when I try to reinstall the MOD Slipstream just stops the moment it hits the CE Endless Loot Addon for CE Infinite 1.23, I have double, triple and even quadruple checked the load order it IS correct, but the thing just won't cooperate, it has been installing that thing for a flat 5 minutes now and that seems a ridiculously long amount of time considering it chewed through the 100MB EL Texture Pack for Endless Loot in less then 15 seconds


EDIT: So I dunno why but apparently the damn Java ran out of memory, had to reinstall it, at which point it worked fine
Last edited by Lunaraia on Wed Jul 30, 2014 12:18 am, edited 1 time in total.
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Sleeper Service » Wed Jul 30, 2014 12:08 am

I recommend your read through the troubleshooting section at the beginning of this thread.
Lunaraia
Posts: 17
Joined: Wed Apr 16, 2014 9:00 pm

Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23

Postby Lunaraia » Wed Jul 30, 2014 12:19 am

Sleeper Service wrote:I recommend your read through the troubleshooting section at the beginning of this thread.


I fixed the issue no idea WHY it happened in the first place though, see my edit to see what happened