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

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tinyrodent
Posts: 27
Joined: Sat Dec 03, 2016 3:16 pm

Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Post by tinyrodent »

Here's what I get at sector exit:
  • Choose 1. Continue to travel the depth of space
  • You decide to further roam... fleet delayed by 5 jumps... continue
  • You prepare the ship for the FTL jump... continue
  • a fight begins or whatever, but there's no mention of bounty hunting
tinyrodent
Posts: 27
Joined: Sat Dec 03, 2016 3:16 pm

Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Post by tinyrodent »

Ok never mind, I continued travel to another sector, and this time arrived on an empty beacon, and was given the bounty option.
Flobbles
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Post by Flobbles »

Totally minor change, but I'd prefer it if AI crew had 65 health instead of 50, as it's really annoying having to try and save them from weapons that do 4 damage. 15 health wouldn't really change your boarding strategy and 4 damage is enough damage to one-shot them. I guess that's why they're cheap though! :P :P
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Sleeper Service
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Post by Sleeper Service »

Yeah unfortunately their health is hardcoded, otherwise I'd probably have made that change. And yes, they where made cheap to alleviate their vulnerability.
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Tamren
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Post by Tamren »

Sleeper Service wrote:If you advance towards the rebel base and then advance again in the next sector you'll get the usual sector options.
Ah okay, so it only applies if you do it twice in a row. That would seem to make endless mode much worse for unlocks then because you can't path your way towards racial homeworlds and the like. Jumping twice like that would also tend to make you underpowered in the new zone unless you did a lot of grinding first.
tinyrodent wrote:Ok never mind, I continued travel to another sector, and this time arrived on an empty beacon, and was given the bounty option.
The bounty uplink only works if you enter a new zone on an empty beacon. IIRC that's all of the time when playing regular FTL or CE, but in endless I find myself in an encounter or fight about half the time.

Rarely you'll also try to use the uplink and just find no bounties too.
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Sleeper Service
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Post by Sleeper Service »

Tamren wrote:Ah okay, so it only applies if you do it twice in a row. That would seem to make endless mode much worse for unlocks then because you can't path your way towards racial homeworlds and the like. Jumping twice like that would also tend to make you underpowered in the new zone unless you did a lot of grinding first.
Yeah Infinite definitely sucks for unlocking. It's not perfect in many regard, it actually took one year of occasional request before I made it. I was reluctant because of the many limitation.
Tamren wrote:The bounty uplink only works if you enter a new zone on an empty beacon. IIRC that's all of the time when playing regular FTL or CE, but in endless I find myself in an encounter or fight about half the time.
Rarely you'll also try to use the uplink and just find no bounties too.
Good point, the database should probably always give you marks if there is no fight at the entry beacon. That will be changed.
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Sleeper Service
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295

Post by Sleeper Service »

CE Update 1.296
- Pulled some spelling fixes from git hub
- Infinite related: Bounty Hunter Database will always give marks on non-combat Contested Deep Space entry beacons
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TheGoodShepard001
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Joined: Mon Dec 12, 2016 7:07 pm

Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295

Post by TheGoodShepard001 »

Having played this before, I know it is an incredible mod. However, that was a while ago, the computer has since died. So I have tried to redownload this, and for the past 7 hours, that has been my goal. I've gotten close, I've got FTL downloaded with SMM, all the necessary files for the modification, and made it to the loading screen, which after a while of trying different fixes have left me with loading screen and that Microsoft C++ Runtime Library Error.

(Vanilla FTL (and AE) works but after modding it gives me that error. I have the mods in this order:
Better Planets and Backgrounds_v1.3.1.ftl
CE Resource Pack 1.295.ftl
FTL Captains Edition 1.296.ftl
CE BPaB Compatibility Patch 1.0.ftl
CE Additional Music Addon 1.292.ftl
CE Infinite Addon 1.28.ftl
CE Additional Music Infinite Compatibility Patch 1.0.ftl
EL Texture Pack 1.27.ftl
CE Endless Loot Addon for CE Infinite 1.295.ftl
randomFlagship.ftl
Randtrel.ftl
Extended Pursuit Indicator x24 with numbers v.1.0.ftl
Expanded Enemy Window 1.2.ftl

I have also tried it without Expanded Enemy Window and Randtrel but to no avail).

If you have any idea what to do I would greatly appreciate it.
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Sleeper Service
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295

Post by Sleeper Service »

Try patching withou EL Texture Pack 1.27.ftl and CE Endless Loot Addon for CE Infinite 1.295.ftl. If the game successfully launches then EL might be the problem. Consult the troubleshooting section in the first post for further info.
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TheGoodShepard001
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295

Post by TheGoodShepard001 »

Wow, a reply in five minutes for a game made years ago, that is quite impressive. The load made it far further than before (from like a 1% to 99%) but still crashed with the C++ error at the last moment, maybe I should try shortening the list a little further?

(P.S. I'm curious, what game is that below your comment?)
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