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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.072

Postby Sleeper Service » Mon Dec 16, 2013 9:35 pm

Weird things are going on in the bossfight. I have no idea how to get this to work, the boss uses almost the same artillery weapons as regular ships, but they are added directly in the boss ship blueprints already. There seems to be some bug or hardcoding that prevents the boss from actually firing the weapons. No idea what else could be changed there to get this to work. I scraped the idea for the meantime.

Full conversations with all factions, even with some special outcomes on some occasions (aka CE Social), is one of the many things on the to do list for the next update. There would indeed be plenty of room for user generated suggestions. You can submit them in the Call for Events and Textlists thread or via PM.


Some thoughts on that:

-Suggestions should be lore friendly (matching the games tone, referring to the game world, no real world references, few and well hidden sci fi references, you get the idea from the human texts I guess)
-The conversations should also match the factions broad "characteristics".
-The human conversation never have the human actually say things literally. Describing what he/she says lets the players fantasy fill in the blanks and therefore is preferable. Quoted speech snippets in the text are cool though. (see engi conversations in the code for some examples, keep in mind that slugs seem to speak with a lot of sss...)
-AI Avatars would also need their own list
-Also it would be great if they are written within <text> </text> tags, that would facilitate implementation... :D



/Edit: Seems there was some problem with the augment naming... and some sectors didn't get the blue options.

1.073
-Scanner augs and the production aug should be working correctly in all sectors now
Last edited by Sleeper Service on Mon Dec 16, 2013 11:10 pm, edited 3 times in total.
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.073

Postby ikeelyou300 » Mon Dec 16, 2013 9:52 pm

Well that was fast!! Again... I think Sleeper is an Engi.

A shame about the artillery idea. That would have been very neat.
snowhusky5
Posts: 37
Joined: Tue Jan 01, 2013 10:25 pm

Re: FTL Captain's Edition 1.073

Postby snowhusky5 » Tue Dec 17, 2013 4:19 am

This sure is a lot harder than vanilla. I really like the combat augs, like the drone disrupter or whatever it's called. Not to mention the buttload of new weapons.

[strikethrough]Anyways, I've noticed a glitch. I'm using this mod along with a few graphical mods, and whenever I get into an area where there is artillery my game glitches out. Basically what happens is that, while drawing objects on the screen works fine, they never get erased. So everything leaves a graphical trail. Ill post a screenshot when I get one.[/strikethrough] <--pretend these things actually work
EDIT: apparently better planets and backgrounds has to be loaded before CE, so I'll try that out

The other thing, how are you supposed to tell which sector is a home sector, for ship quests and such? This is a fairly important question...
ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

Re: FTL Captain's Edition 1.073

Postby ArmedKevin117 » Tue Dec 17, 2013 5:10 am

snowhusky5 wrote:The other thing, how are you supposed to tell which sector is a home sector, for ship quests and such? This is a fairly important question...


You'll pick that up with experience. That's supposed to be the fun of it.
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.073

Postby ikeelyou300 » Tue Dec 17, 2013 8:14 am

Snowhusky, if you are really concerned with knowing which sector is which you could look in the actual code, but that might ruin the fun of it.
Mr. Mister
Posts: 492
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.073

Postby Mr. Mister » Tue Dec 17, 2013 9:28 am

If you want to know the naming conventions instead, take a look at the sector names thread in sleepy's signature.
MightyKebab
Posts: 90
Joined: Sun Dec 15, 2013 3:00 pm

Re: FTL Captain's Edition 1.071

Postby MightyKebab » Tue Dec 17, 2013 5:01 pm

MightyKebab wrote:I'm getting the crash again, it's message is: "This application has attempted to terminate runtime in an unusual way" or something similiar. I've done as asked, installing better planets and backgrounds 1.3 before CE in the modorder. I've also been tweaking around a few data.dat friendly ships, that doesn't have data-changing weapons that would conflict with FTL Homeworld addon like Ion dual lasers. I've only changed their hull value and added an augment to one. Though I believe this is mostly related to the background.



I'd like to point out that I'm still getting this event crash and the message on every artillery-related event. I simply can't enjoy the game and from time to time, my FTL addiction's fading.



I didn't had time to look into the Mantis and Rock sectors but I'm sure someone else could notify you.
Mr. Mister
Posts: 492
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.073

Postby Mr. Mister » Tue Dec 17, 2013 5:08 pm

You know what weapon we're still lacking? A fire laser/ion. Or would the ion one set the shield room on fire upon shield impact?
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.071

Postby Sleeper Service » Tue Dec 17, 2013 6:55 pm

MightyKebab wrote:I'd like to point out that I'm still getting this event crash and the message on every artillery-related event. I simply can't enjoy the game and from time to time, my FTL addiction's fading.


Hm does anyone else experience this crash? Cause the artillery events work fine for me. Might be a compatibility problem with other mods?
MightyKebab
Posts: 90
Joined: Sun Dec 15, 2013 3:00 pm

Re: FTL Captain's Edition 1.071

Postby MightyKebab » Tue Dec 17, 2013 10:29 pm

Sleeper Service wrote:
MightyKebab wrote:I'd like to point out that I'm still getting this event crash and the message on every artillery-related event. I simply can't enjoy the game and from time to time, my FTL addiction's fading.


Hm does anyone else experience this crash? Cause the artillery events work fine for me. Might be a compatibility problem with other mods?



Compatibility problem? I'll just count my modorder.txt.


Better Planets and Backgrounds_v1.3.1.ftl
FTL Captain's Edition 1.073.ftl
corpses v2.1 CE.ftl
Engi Drone Harbour - A.ftl
Rock Brawler.ftl
Slug Skirmisher.ftl
The Capital Cruiser.ftl
Asteroid.ftl
Letze Reise.ftl
Enforcer.ftl


I don't think anything here conflicts with the artillery, besides Better Planets and Backgrounds.



EDIT: Gonna take a look ingame with no addons.


EDIT 2: Alright, worked just fine. It might be an issue with CE Corpses addon, it modifies the ship gibs to have body-like gibs fly out of them when they explode. Because everything else besides Better Planets and Backgrounds are ship mods and I'm sure they have nothing to do with it

Who is online

Users browsing this forum: Bing [Bot] and 30 guests