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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Sleeper Service
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Wed Sep 28, 2016 1:59 pm

I only checked Better Floors CE, but that one definitely removes artillery from Rock C. It actually removed artillery from all ships as far as I can tell.

Well, not a CE problem then. Potentially all bellow Generic Sector Names patch might interfere. Maybe check back with the creators of those mods to verify whether they take artillery into account.

//Edit:
Maybe I didn't explain clearly. I was talking about those ugly looking asteroids which sometimes are mixed with high res asteroids. Isn't possible to remove them? They look like those original ftl asteroids without Better Asteroids mod.
Hm ok now I understand. I'll consider that.
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ahmedoo
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby ahmedoo » Wed Sep 28, 2016 2:09 pm

OK, thanks for help. I will check if it is the only mod that causes artillery dissappearing and I will let you know.

EDIT 1:
After one test play with Rock C I can tell you with 100% sure that mod "Better Floors CE" ISN'T compatible with the CE. It's the only mod from my list which removes artilery from the ship and more - it changes loadouts when compared to your changes made in CE. Rest of mods are ok, and I was able to buy artilery and shoot few times to pirates :lol: .
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mr_easy_money
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby mr_easy_money » Thu Sep 29, 2016 2:23 am

Gidoza wrote:...Is my query just going to be ignored...?

Gidoza wrote:So here's my weird issue. I tried Find & Replace as meklozz suggested and ran a test for a combined Augmentation (ones that depend on Blue choices, of course), or rather several different Augmentations - and they all work fine! What's puzzling, however, is that for some reason, the "other" Augmentation (say I had Augmentations A and B, I kept A, and removed B) still shows up in the store. It shows up even if I set its rarity to 0, or even if I delete it from the data file completely. It just keeps showing up somehow, but it has no actual characteristics and does nothing - what the heck???

I don't know about this, maybe it's hardcoded or something. sorry for not a serious answer. just wanted to bring this front and center so others can easily see it.
Gidoza wrote:Furthermore, where do I find the graphics for Heavy Laser I and Heavy Laser II so I can return them back to normal as in Vanilla?

if you're looking for the graphics for Heavy Laser I and II from vanilla, open SMM and go "File" --> "Extract Dats..." and you have to pick a directory to extract into or something. once you do this to the resource.dat file, then go to (the new directory)\img\weapons and they should be in there. if you know what they look like, great! if you don't then go to the data folder and open blueprints.xml and find the weaponArt name, then go to animations.xml to find what the actual file name is. note that the "strip4" or "strip8" is not included there

if you're trying to find the Heavy Laser I and II graphics in CE, then you'll need to find them by finding out what the weapon art name is by looking at the <weaponArt> tag in blueprints.xml.append then go to animations.xml.append to find out what the name of the actual file is by searching the name you just found to find what animation it links to.

since you want the original graphics, delete those ones you just found then go back to animations.xml.append, reference the file names of the vanilla files like it does in the vanilla file of animations.xml. no need to go back to blueprints.xml.append since the animation name is still the same.
meklozz
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby meklozz » Thu Sep 29, 2016 2:37 am

ahmedoo wrote:OK, thanks for help. I will check if it is the only mod that causes artillery dissappearing and I will let you know.

EDIT 1:
After one test play with Rock C I can tell you with 100% sure that mod "Better Floors CE" ISN'T compatible with the CE. It's the only mod from my list which removes artilery from the ship and more - it changes loadouts when compared to your changes made in CE. Rest of mods are ok, and I was able to buy artilery and shoot few times to pirates :lol: .

I remember that one, it ignores the fact that CE changes some file names or something similar, I don't remember. I have a version that works fine, actually, I'll pm you.

Gidoza wrote:So here's my weird issue. I tried Find & Replace as meklozz suggested and ran a test for a combined Augmentation (ones that depend on Blue choices, of course), or rather several different Augmentations - and they all work fine! What's puzzling, however, is that for some reason, the "other" Augmentation (say I had Augmentations A and B, I kept A, and removed B) still shows up in the store. It shows up even if I set its rarity to 0, or even if I delete it from the data file completely. It just keeps showing up somehow, but it has no actual characteristics and does nothing - what the heck???

Can you specify which augment you tried to remove? If you used .append, maybe it stayed in another file or something. If you unpack the whole modified dat with slipstream and search it you could find out. There are also some advanced tags that remove stuff in Slipstream without replacing the whole file, they're described in readme_modders.txt. But that shouldn't be necessary.
meklozz
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby meklozz » Thu Sep 29, 2016 3:53 am

Gidoza wrote:However, this may lead back to another thread where I posted a bug whereby I cannot seem to get rid of CE no matter what I do - it's impossible to revert to Vanilla. Something of CE ALWAYS survives SMM re-patching to Vanilla process. So something is wrong somewhere, and I think it's in the patching process, but I don't know enough to be sure. I suppose I could edit the data file every time I make an adjustment, but that would be weird. Unless I just send my present file to you and let you test it, and see what happens...

You should reinstall FTL and delete slipstream backups (in the 'backup' folder in the SMM directory) of the .dat files before you launch SMM for the first time after your fresh install.

If the game gets fixed and augments are still a problem, sure, send it.
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mr_easy_money
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby mr_easy_money » Fri Sep 30, 2016 2:05 am

Gidoza wrote:Allright, so I looked in the folder img\weapons, but did not find what I was looking for. For clarity, I'm not looking for the animation of the bullet, but simply the picture of the weapon itself that is attached to the ship. It appears not to be there. Am I reading something wrong?

i'm assuming you're looking for the vanilla weapons Heavy Laser I and II
I could tell you exactly their names, but for all future reference:

1. go into blueprints.xml. find the weapon you want. locate the weaponArt tag. make sure not to confuse this with the image tag. the weaponArt tag is the actual weapon; the image tag is the projectile.
2. the text in the weaponArt tag refers to the weaponAnim tag in animations.xml. this tag/body of other tags contains two things noteworthy:
2-(i) the chargeImage tag. this contains the location of the glow image of the weapon you're looking for.
2-(ii) the sheet tag. this tag refers to the animSheet of the same name. the animSheet contains the location of the actual weapon art.

In action:
1. find heavy laser mark I. weaponArt tag says "laser_heavy_1". not to be confused with the image tag: "laser_heavy1", which refers to the projectile.
2. find the weaponAnim for "laser_heavy_1"

Code: Select all

<weaponAnim name="laser_heavy_1">
   <sheet>laser_heavy_1</sheet>
   <desc length="8" x="0" y="0"/>
   <chargedFrame>1</chargedFrame>
   <fireFrame>5</fireFrame>
   <firePoint  x="17" y="10"/>
   <mountPoint x="3" y="41"/>
   <chargeImage>weapons/heavy_1_glow.png</chargeImage>
</weaponAnim>

great! we found the weaponAnim tag for the heavy laser mark I.
2-(i) nice! now we know where the glow image is! (weapons/heavy_1_glow.png)
2-(ii) the sheet says "laser_heavy1". evidently this is the same as the weaponAnim name, but in other cases it might not be. now we know we need to look for the animSheet tag of the same name.

Code: Select all

<animSheet name="laser_heavy_1" w="208" h="62" fw="26" fh="62">weapons/heavy_1_strip8.png</animSheet>

great! we found the animSheet tag for the heavy laser mark I.
now we know where the weapon art location is! (weapons/heavy_1_strip8.png)

so now you know the process of how to find the images you were looking for! :)

Let me know if this works out ;)
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Auron1
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Auron1 » Fri Sep 30, 2016 9:32 pm

Uhm, I might have a problem with FTL_CE. For two times I have been unable to run the "Endless mode".
Here are the mods I have selected.

Code: Select all

C&C Weapons
GianTell
GO BALLISTIC! 1.2 GAUSS WHAT
CE Resource Pack 1.292
FTL Captains Edition 1.292
CE Additional Music Addon 1.292
EL Texture Pack 1.27
CE Infinite Addon 1.292
CE Additional Music Inf. Compatibility patch 1.0
CE Endless Loot Addon for CE Inf. 1.286
GO BALLISTIC! 1.0 CE compatibility
Shiny! UI and graphics v1.0 for CE
Blueprint Crafting 0.01b
Extended Pursuit Indicator x3 v.1.1
randomFlagship
Buteogallus_and_Cathartes_v.1.2
sideros_kr


On a side note, these Mods appear to be not working:
randomFlagship
Extended Pursuit Indicator
Buteogallus_and_Cathartes

The sideros_kr mod, a ship, doesn't seem to be CE_EL ready: I was unable to upgrade the Teletransporter beyond lv.3, while the other systems could be normally upgraded.
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
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Auron1
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Auron1 » Mon Oct 03, 2016 4:19 pm

I think I've found an incomplete weapon picture.

Check this out:
Image

The beam projector changes after 2 frames.
The picture's name is ba_beam_adaptive_2_strip_10_high_tech_2.png
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
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Sleeper Service
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Mon Oct 03, 2016 4:32 pm

Intentional. That's the frame when the beam starts appearing below the weapon, every beam weapon sprite in the game works like that.
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Sleeper Service
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Re: FTL Captain's Edition 1.293/Inf 1.28/EL 1.286

Postby Sleeper Service » Wed Oct 05, 2016 5:04 pm

Humanoid crew does not enable producing anything. The things that are unlocked after gaining certain crew-members or ship upgrades are: Industrial Machinery (Engi Crew) , Hull Panels (Rock Crew), Small Arms (Slug Crew), Eccentric Artworks (Avatar Crew), Crystal Artefacts (Crystal), Shield Components (Shields lvl 7), Engine Components (Engines lvl 6); all of which sell for varying profit in way more sector types than the generic goods. What you'll want to produce depends on your upcoming sectors, there are situations where producing industrial machinery is more advantageous than producing girders. The only thing in the "produce generic tradegoods" options that's non-generic and has multiple in-demand locations are Plastic Items, those might get removed.

Civilian ships that want to purchase goods only ever accept Generic goods that have no "high" sale value anywhere else, and are willing to pay a higher value for them than any Store ever would (thus, "Generic" goods sell for "high" at civilian ships). This would give them a unique purpose that is differentiated from any other trade good, and worth producing.
While that would certainly be interesting, generic goods are designed to be the stuff that sells bad, since they are part of piracy rewards and where partially introduced to diminish the returns there a bit. Your suggestion would buff piracy quite a bit and in a somewhat weird way. Basically the ships that are prime targets for raids would at the same time be super interested to buy loot from the other ships you raided.

Gidoza wrote: If we're going to make a differentiation between goods that cost a jump and goods that don't, then the ones that cost a jump need to be the most valuable kinds, that CAN sell at "high," but whose cost is reduced to the same as any other (10 Scrap) when using the On-Board Assembly Line.
Nah, the system is designed to have good and bad options that the player can learn about over time, just like events in vanilla basically. Producing Industrial Machinery isn't really worthwhile, but its still 30 scrap you gain without risk. All other non-generic goods you can produce already range up to rare tier. Crystal artefacts can net you 110 scrap without firing a single shot.