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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stylesrj
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Re: FTL Captain's Edition 1.297/Inf 1.28/EL 1.297

Postby stylesrj » Thu Feb 16, 2017 4:28 am

I think you put the Disable Fleet mod after everything else because disabling the fleet sort of affects events.
Eddache
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Re: FTL Captain's Edition 1.297/Inf 1.28/EL 1.297

Postby Eddache » Fri Feb 17, 2017 11:11 pm

Hello,

I have previously played FTL:CE and would like to give it another go. I don't know how many games I've started but I never managed to defeat the boss and it bugs me. I'm trying to reinstall the mods, I have slipstream in and some mods working, but I cannot get it to detect CE. I've downloaded an unzipped the CE and resource pack from the links on the main post of this thread, but it I cannot find the .ftl files. I've googled and watch youtube vids and they all just seem to drag a captainsedition.ftl out to their mod folder. Am I being daft?

Thanks,

Edd
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Sleeper Service
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Re: FTL Captain's Edition 1.297/Inf 1.28/EL 1.297

Postby Sleeper Service » Sat Feb 18, 2017 12:11 am

You don't have to unzip anything, place the mod files as they come in the mod folder and they will ship up. Unzipping them will prevent them from working.

Also make sure that the file you downloaded is actually an .ftl file. Some browsers automatically rename it to .zip while downloading. It that is the case you can either rename it to .ftl or enable showing .zip files in the SMM preferences. The mod file should then show up in SMM either way.
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thinkpad
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Re: FTL Captain's Edition 1.297/Inf 1.28/EL 1.297

Postby thinkpad » Sat Feb 18, 2017 4:21 am

stylesrj wrote:I think you put the Disable Fleet mod after everything else because disabling the fleet sort of affects events.
I'll try that and report if it doesn't work
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Sleeper Service
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Re: FTL Captain's Edition 1.298/Inf 1.28/EL 1.298

Postby Sleeper Service » Sat Feb 18, 2017 4:20 pm

Found the time to fix some stuff that was recently brought up.

CE Resource Pack 1.298
- Fixed some typos in fixed texts
- Lowered volume of crew stun explosions again

CE Update 1.298
- Added enemy version of the Ares Missile
- Fixed fugitive first aid option not having hidden outcome
- Added some recent Patreon supporters to the name list
- Pulled recent spellchecking commits from github

CE Endless Loot 1.298 for main CE and CE Endless Loot 1.298 for CE Infinite
- Fixed Sungazer not providing fire chance bonus
- Modified Plasma Throwers now have the same amount of projectiles as in main CE
- Description of Overcharged Heavy Ions now correctly states that the weapon gains +2 ion damage
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mr_easy_money
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Re: FTL Captain's Edition 1.298/Inf 1.28/EL 1.298

Postby mr_easy_money » Sat Feb 18, 2017 5:55 pm

Sleeper Service wrote:CE Update 1.298
- Added enemy version of the Ares Missile

I don't see any indication of this in the files... at least when I searched for 'BA_MISSILES_4', 'Ares Missile', its description or tooltip.

-------
also on a different note, am I right in understanding that enemies can't use the Asteria Missile? (and if not, are there weapons that the player can use and not the enemy, aside from enemy only weapons?)

it's the first time I actually looked into autoBlueprints file.
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Sleeper Service
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Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby Sleeper Service » Sat Feb 18, 2017 6:32 pm

Ah ok, looks like the spellchecking pull overwrote that change. Should be fixed now, thanks for pointing it out.

CE Update 1.298b
- Added enemy version of the Ares Missile, for real now

mr_easy_money wrote:and if not, are there weapons that the player can use and not the enemy, aside from enemy only weapons
I try to avoid that as much as possible, but since vanilla does it on special occasions (or at least severely limits certain weapons in regards to enemy usage?) I also do it if there seems no other way to equalize things. Asteria on enemies felt like too much of a sucker punch, mainly because it can alpha strike you without there being much you can do about. On most ships you'll get 2-3 missiles inbound before you have any chance to disarm opponents. It deals too much hard-to-avoid early damage.

I think its the only CE gun that enemies can't use at all... A few other where buffed since enemies where pretty inept in using them, because of how enemy targeting works (Light Laser and Effectors mainly). Most missile _ENEMY version only increases power usage, same as vanilla does (for the Leto? If I recall correctly...).
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mr_easy_money
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Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby mr_easy_money » Sat Feb 18, 2017 6:52 pm

Sleeper Service wrote:Asteria on enemies felt like too much of a sucker punch, mainly because it can alpha strike you without there being much you can do about. On most ships you'll get 2-3 missiles inbound before you have any chance to disarm opponents. It deals too much hard-to-avoid early damage.

I see. Naysayers to CE usually bring that up as a reason to avoid CE, when as you pointed out, it's only available to the player.

However, can't the same be said about the Charge Missiles Mark II? or is it because its power cost and ability to charge missiles balance it out (:edit; maybe its level 4 rarity too)? also how does the enemy even decide how many charges it fires? couldn't they just possibly fire one missile at a time repeatedly?

~~~
also, the Endless Loot versions' animations (at least of the Mark I) seem to be messed up, with it looking like they've got one missile already charged from the get-go but then it starts charging and that's not the case (I feel like I might have already said something about this). I think I'll have to upload a video to probably show what's going on.
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thinkpad
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Re: FTL Captain's Edition 1.297/Inf 1.28/EL 1.297

Postby thinkpad » Sun Feb 19, 2017 12:49 am

thinkpad wrote:
stylesrj wrote:I think you put the Disable Fleet mod after everything else because disabling the fleet sort of affects events.
I'll try that and report if it doesn't work
Got it working YAY
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stylesrj
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Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby stylesrj » Sun Feb 19, 2017 8:39 pm

So there are some guns that cannot be used on enemy ships... good to know that I can't be pelted to death by quick-firing and charging missiles that'd wreck my Weapons faster than I could wreck theirs.
I never actually knew that; is it possible to stop enemies from using the Heavy, System Damaging Ion Gun and the Pernach Beam in Sector 1? Especially considering how hard it is to get a second layer of shields or the ability to dodge things more effectively in Infinite Space?
Or are weapon lists limited by sector/power and not sector progression (hence why you can also get enemies with the BL.II and a Basic Laser in Sector 1 if you're unlucky)