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

Distribute and discuss mods that are functional. Moderator - Grognak
Dark Ambition
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Artillery had a bad day.

Postby Dark Ambition » Wed Jul 22, 2015 3:01 am

I think artillery had a bad day, it forgot it's texture. It's just one thing after another for this guy, he should really just sit and calm down sometimes.

http://imgur.com/gallery/2dotSar

It's annoying. That's my fav class of ship and NOW IT'S RUINED :( :( :( :( :( :( :( :(
I tried removing my mods and reinstalling them, but CE apparently has separation anxiety and integrated itself into the files.
I highly doubt I have any conflicting files. These are the only mods I have, listed by load order:

Better Planets and Backgrounds_v1.3.1.ftl
CE Resource Pack 1.27.ftl
FTL Captains Edition 1.276.ftl
CE BPaB Compatibility Patch 1.0 .ftl
CE Additional Music Addon 1.266 .ftl
CE Infinite Addon 1.267.ftl
CE Additional Music Infinite Compatibility Patch 1.0 .ftl
Extended Pursuit Indicator x24 with numbers v.1.0.ftl



I haven't been able to see if the buy-able artillery rooms for the other ships have also have missing textures, because I never have the scrap to get them. And I don't like messed up saves so I never wanted to get them anyway.

But I still wan't my artillery texture. It looks so bad without it. :cry:






GIVE IT BACK
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stylesrj
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Wed Jul 22, 2015 3:05 am

You've probably got some old mod in your backup files that's causing problems.

Try re-installing the game (if using Steam, verify game cache) to get your textures back. And then delete your backups in Superluminal.

Then run the game without any mods (just hit the button on Superluminal without selecting a mod) to rebuild your backups. If the texture issue pops up again, at least you can go back without it affecting your vanilla game.
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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 » Wed Jul 22, 2015 6:56 pm

So, since this thread gracefully glossed over my one-line comment I'll try that again. First of all: I do realize that I suck a whole lot at communicating with this thread. Given that literally ten thousands of people play this thing I maybe should comment on things a little more. Then again there doesn't seem to be so much to say these days, the mod is basically done and If you have problems there is this great troubleshooting section. :D However I still try to fix any bugs reported here and try to track down those weird crashes that now and then happen.

On the note of feedback and fixes: I do totally appreciate that there are people sticking around here that answer questions and help other CE users out. CE has some cool supporters here and I'm very happy about that.

What I tried to announce the other day is the following:
So I worked on CE for three years now. During the last phase of it's development I joined up with Rann and we did some interesting things with external programs. And then we basically got to the point where we felt that we exhausted FTL modding and that few things remain to be done here. At this point, making game content had already become a pretty big part of my life. I don't know how aware you are of this but making CE actually took a ridiculousness amount of time. However as I said before, it was great! Making this mod was both super interesting and fun. Rann felt the same, he actually wanted to support FTL since the start and was really happy to become part of the CE modding crew later. So basically we had a great time with making content and we didn't want to stop. That's why at the beginning of this year we started to make our own game. It is called Hyperspace Admirals and has been officially announced this week.

So I'm not going to use this thread to advertise our game excessively, because the FTL forum obviously isn't really the place for this. But I still wanted you to know what we are doing now. If you had fun with CE, chances are you might be interested in seeing how Hyperspace Admirals turns out. Our plan is to iterate upon the space-exploration roguelike genre in a cool way, taking stuff from FTL that works and trying new things at the same time. If you wonder how Hyperspace Admirals will compare to FTL and how our modding history relates to the game: We did address this in our first dev blog post. The blog is part of the games micro site that describes our ides for the game. More dev updates will follow in the next months and I occasionally tweet about the game as Stefan @Sleeper_Games. Rann and kartoFlane are also aboard for the game's development. So if this is of any interest to you, check out our site. Maybe we can welcome some of you in the HA community one day, it would be great to have some familiar faces around.

I'll close with the games banner and some never before seen alpha concept pieces and our studio logo:
Image
Image
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stylesrj
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Wed Jul 22, 2015 7:07 pm

Sleeper Service wrote:So, since this thread gracefully glossed over my one-line comment I'll try that again


I had a look at Hyperspace Admirals when you posted it. An FTl-like game with more customisation options, open-world gameplay and friendly modding capabilities? Sounds awesome. Can't wait to see the results.
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5thHorseman
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby 5thHorseman » Wed Jul 22, 2015 8:59 pm

I don't read every thread here these days but I've been thinking about booting up CE for a let's play and I come across this. Now I'll do the LP *and* talk about this new game, which looks awesome.
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Russian Rockman
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Russian Rockman » Wed Jul 22, 2015 9:06 pm

Well I just saw the Hyperspace Admirals announcement and I have to say I am very excited!!! It looks like you and Rann took the variety of playstyles, weapons, and experiences CE tried to offer and are now improving them even more by going beyond the limits of FTL. Well Done. I'll be watching your development closely.
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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 » Thu Jul 23, 2015 6:50 pm

Thanks for the kind words. We are super exited to see how it turns out as well. It's still a long way ahead of course.
Irateshadow
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Irateshadow » Thu Jul 23, 2015 9:29 pm

I am having issues with the Lanius Cruiser and this mod.It won't let me do most of the empty beacon options and even with the Requestion License I lost crew members when I pirated. is this a known thing or what?
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stylesrj
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby stylesrj » Thu Jul 23, 2015 10:09 pm

Irateshadow wrote:I am having issues with the Lanius Cruiser and this mod.It won't let me do most of the empty beacon options and even with the Requestion License I lost crew members when I pirated. is this a known thing or what?


First question: What mods are you running? Anything with custom events? If so, that's probably causing issues with empty beacons.

Secondly, when you pirated ships, did you remember to use the blue options when available?
Also, it's best you read what the license actually allows you to do.

I'm assuming you boarded an enemy ship and killed the crew. You're not a pirate or a bandit, you're just a highwayman. You hit the mark until they give up the goods. You don't stab them in a dark alley and take everything off their corpse.

The Requisition License is the weakest piracy choice in CE. You might get a few free things but overall, it kinda sucks, especially if you're flying a boarding ship.
I once flew a Crystal B with the License. Then I realised that it was a terrible idea and got rid of it ASAP after I boarded a cargo ship and killed everyone. Luckily no one left but yeah... not a good idea.
Zellator
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Re: FTL Captain's Edition 1.277b/Inf 1.267/EL 1.275

Postby Zellator » Fri Jul 24, 2015 12:13 am

What has happened to this mod?

I mean, I used to play the 1.205b version and I tried this new one.
Now it is horribly unbalanced and annoying, even on Easy.

I used to beat the vanilla FTL without much problem, but this mod makes it impossible to pass the 2nd zone.

The Infinity Mode only delays the fleet by 5 jumps, like that is a lot, but still makes it pursue you.
Besides, it makes everything so much more expensive it actually makes the game harder, when it should be the opposite.


Any balance fix coming soon?
Anyone else having problems with this?

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