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

Distribute and discuss mods that are functional. Moderator - Grognak
Fading Glimmer
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Fading Glimmer » Wed Nov 29, 2017 6:22 am

Yo, so I went to the Captain's Edition wiki and noticed that these sprites were featured for the AI race:

https://gyazo.com/047c836aaa3d79908ecee25b52a87349

However, when I play the game, they just have generic human sprites:

https://gyazo.com/f20ff80dafc68961fb0e97df4318fb3a

https://gyazo.com/8084d2301b598485dda0295ad9556c6d

https://gyazo.com/89cee5ad514ac6c4f3cbadbf1a942969

So is there something wrong with my copy? Or are those some sort of addon I'm missing?

Also with the generic sector names it only works for sectors that are already in the vanilla. The new sectors like the quarantine sector still have randomly generated names. What gives?
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Wed Nov 29, 2017 10:15 am

Fading Glimmer wrote:Yo, so I went to the Captain's Edition wiki and noticed that these sprites were featured for the AI race:
https://gyazo.com/047c836aaa3d79908ecee25b52a87349
However, when I play the game, they just have generic human sprites
Make sure you are using the current version of the the CE Resource Pack (1.302). I haven't figured out how to make AI portraits appear in event boxes and stores, but they should appear in the crew screen and the side bar.

Fading Glimmer wrote:Also with the generic sector names it only works for sectors that are already in the vanilla. The new sectors like the quarantine sector still have randomly generated names. What gives?
This might happen if you load any mods that alter the sectors after loading the generic names patch. Put the patch last in your mod order and see if that helps.
Ranakastrasz
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Joined: Thu Apr 09, 2015 1:55 pm

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Ranakastrasz » Wed Nov 29, 2017 5:02 pm

https://imgur.com/a/wD9zI
https://imgur.com/a/68P7d

Using Captains editon, endless loot, and a number of graphical mods.
I tried stripping it down to captains edition + endless loot and the required support mods, and the issue continued.

I am getting a tooltip missing message for Endless loot equipment.

Not gamebreaking, but it effects any custom weapon types as well as boarding drones. Might effect other drones as well, unsure.

---
Also, Effectors appear to create a black box instead of the expected "Hacking" indicator, or whatever it used to be.

---
Edit: Appears to be resolved after I hard reset the game and updated to the latest mod manager. Presumably there was an issue with the old version.
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Tue Dec 12, 2017 7:08 pm

Attention All Captains

FTL 1.6.X is out/in beta. Please let me know if you encounter any new oddities when running the mod with the new FTL version. Also:
Vhati wrote:Reminder
Return FTL to an unmodded state before upgrading SMM.
And delete SMM's backups when upgrading FTL.

At the time of writing there was a known issues with music in civilian sectors being broken on many mods. This will probably get resolved but right now please be aware that this does not seem to be a CE specific problem.

Edit: Civilian music has indeed been fixed in the latest version of SMM.
FearTheBlaziken
Posts: 46
Joined: Mon Feb 23, 2015 6:25 am

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby FearTheBlaziken » Wed Dec 13, 2017 5:39 am

As 1.6.1 is in beta, it might be unnecessary to fix CE to become compatible with the new update. But I still managed to fix up a patch to cover most issues with 1.6.1, as well as properly remove Trade Goods from your cargo when traded as part of 1.6.1's new remove tag.

Download my patches here

Code: Select all

List of errors/changes for Sleeper for convenience purposes for the next time you update CE:
- I would like to apologize for the false fix in terms of the fleet, you'll have to make the Fleet ship spawn in the first event instance to not break it when re-entering the beacon post-defeat. The rest of the issues in my previous posts apply, however.

- misc and tooltip tags are moved to text_misc/tooltips.xml
- To apply my Trade removal patches, append one of my append xml commands (in any events file in my patch mod) using the SMM XML sandbox
What the command would look like:
"<mod:findLike>
<mod:findLike>
   <mod:findLike type="choice">
      <mod:selector req="TE_GOODS_CIVILIAN_CONSUMER"/>
      <mod:findLike type="event">
         <mod-append:remove name="TE_GOODS_CIVILIAN_CONSUMER"/>
         <mod:findLike type="choice">
            <mod:removeTag />
         </mod:findLike>
      </mod:findLike>
   </mod:findLike>
   ...
</mod:findLike>
</mod:findLike>"
- Font file formats have changed, to get the small weapons text back, download slow's "Silly Text" mod from Discord or my patches
- Elements that have changed from words to symbols will break if CE is installed
- The new options buttons blocks the 'hover' text on certain hazard backgrounds
- 'Allies' for ASB is visible at the start beacon, find it in text_misc.xml to remove it
- Hostile window must be removed from resource pack
- The Pursuit indicator is moved to img\map
- custom_main.png (Hangar) will have to be remade

- While I am also here, I may as well talk about the Infinite Flagship, the Artillery doesn't spawn at Lv5 as intended, to do this, you will have to set the Artillery Max at Lv5. To restrict Players from using Lv5 artillery, set 'max="4"' to all ships artillery tags. See blueprints.xml.append to see how I've done it in https://www.dropbox.com/s/aingozot4qmcpr6/CE%20Infinite%20Addon%201.301b.ftl?dl=0
Image

I polish other mods because I am too lazy to make my own.
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Wed Dec 13, 2017 1:07 pm

Oh wow, just saw the modding related changes in the log, really cool what they did there. I guess I'll have to adjust sale prices then, since with the removal tag you don't get the additional scrap from selling the augs afterwards... I'll try to put together an update at the weekend. Till then can I link your patch in the OP? Thanks for taking the time to make this by the way.
Vhati
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Vhati » Wed Dec 13, 2017 7:43 pm

While you're editing the OP, there are 14 "http://www.ftlgame.com/" links that should become "https://subsetgames.com/".

* Watch out for "https://www.reddit.com/r/ftlgame/" when you search/replace.
4n4
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Joined: Thu Dec 14, 2017 8:19 pm

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby 4n4 » Thu Dec 14, 2017 8:31 pm

The beta update broke some things, it seems. Noticed these sounds missing with a quick test run. SMM 1.9, latest CE and resourcefiles, EL for standard CE.

Code: Select all

Sound name not found: focusbeam3
Sound name not found: focusbeam2
Sound name not found: focusbeam1
Sound name not found: heavyLaserScatter3
Sound name not found: heavyLaserScatter2
Sound name not found: heavyLaserScatter1
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Sun Dec 17, 2017 6:45 pm

Hi All

I started working on an update but it will still take some time to figure everything out. The FTL update is still in beta as far as I can see, so for now you might want to stick with the non-beta version or use FearTheBlaziken's patch (now linked in the op.)

4n4 wrote:Noticed these sounds missing with a quick test run.
Yeah looks like they have been cut from the game entirely now (those where unused sounds that where part of games resources). I'll re-add them with the update.

Vhati wrote:While you're editing the OP, there are 14 "http://www.ftlgame.com/" links that should become "https://subsetgames.com/".
Right that should be sorted out now.
Fritz1776
Posts: 4
Joined: Mon Dec 18, 2017 5:57 pm

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Fritz1776 » Mon Dec 18, 2017 8:41 pm

Noticed a minor but nevertheless quite annoying UI bug pertaining to the oxygen level and evasion chance. Unless you have your engines completely disabled the UI is horribly misaligned.

Comparison:
ImageImage

I'm also having a lot of issues with fullscreen mode as the mouse keeps jumping across the screen for some weird reason. FYI I am playing with the patched version.

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