FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
Any way to backtrack to a previous version of the Captains edition mods and resource pack that works? because the current version seems to be whats giving me the runtime error. and I cant change back without the download, and I cant find it in here because you neglected to put/keep the older versions in a easily accessible place. I REALLY want to play but, I cant until this is resolved please get back to me on this... (PS im not the only person this has happened to recently I did my research and It has been occuring to people from about December onward heres a case VERY similar to mine if not exact: Captain's Edition crashing with "Runtime Error.")
- Sleeper Service
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
You can get older version of CE and the resource pack here:
http://www.mediafire.com/file/zbfdhk77u ... +1.295.ftl
http://www.mediafire.com/file/l96sgh54s ... 1.293b.ftl
Have you tried what was suggested in the thread you linked? Making FTL large address aware? This might fix the problem with current version. I normally don't provide links to older version since, well, they are outdated. To exactly how many peoples has this been happening? Since so far I can't reproduce the problem.
http://www.mediafire.com/file/zbfdhk77u ... +1.295.ftl
http://www.mediafire.com/file/l96sgh54s ... 1.293b.ftl
Have you tried what was suggested in the thread you linked? Making FTL large address aware? This might fix the problem with current version. I normally don't provide links to older version since, well, they are outdated. To exactly how many peoples has this been happening? Since so far I can't reproduce the problem.
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
I shall Attempt to use the older versions, If they work then it must be a problem with either newer version, perhaps something occured when downloading them? Also could you tell me how to exactly "Make FTL Address Aware"? Please forgive me, I am not very tech savy when It comes to mods and game code and the like. Ill put an answer here shortly about any updates to my situation.
So far i have seen this happen to about 4 people, I honestly have no clue what could of caused this to occur.
UPDATE: TEST 1: Using both older files (By themselves crashed the game outright after loading(no runtime error this time)
TEST 2: Using the Newer Resource Pack and the older CE Crashed the game with runtime Error
TEST 3: Using Both older files and all other CE capable addons Crashed the game like Test 1 did
I am At a complete loss, Did the Command Prompt even remotely look like it was supposed to (was it supposed to be clobbering items and skipping files)
It wasn't clobbering items in the older version but was skipping significantly less files. I might need to try it on a differently computer entirely. I have yet to attempt it on my second computer but i will when i get access (Although It will be months before then) to it if the mods problems are not solved before then. The only good news is that the orginal AE version still works so at least i can play SOMETHING even if it is boring, however I like your mod too much to give up like that!
So far i have seen this happen to about 4 people, I honestly have no clue what could of caused this to occur.
UPDATE: TEST 1: Using both older files (By themselves crashed the game outright after loading(no runtime error this time)
TEST 2: Using the Newer Resource Pack and the older CE Crashed the game with runtime Error
TEST 3: Using Both older files and all other CE capable addons Crashed the game like Test 1 did
I am At a complete loss, Did the Command Prompt even remotely look like it was supposed to (was it supposed to be clobbering items and skipping files)
It wasn't clobbering items in the older version but was skipping significantly less files. I might need to try it on a differently computer entirely. I have yet to attempt it on my second computer but i will when i get access (Although It will be months before then) to it if the mods problems are not solved before then. The only good news is that the orginal AE version still works so at least i can play SOMETHING even if it is boring, however I like your mod too much to give up like that!
- mr_easy_money
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
Fates wrote:Also could you tell me how to exactly "Make FTL Address Aware"?
meklozz wrote:You should google Large Address Aware, it should help FTL get more ram from the system if you have it. People usually don't get this problem unless really heavily modded with endless loot and stuff.
and here is the first link I see after googling it so I figure this is what they mean by that: https://www.techpowerup.com/forums/thre ... re.112556/
the first paragraph on it looks important so be sure to go over that.

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- mr_easy_money
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295
(Endless Loot)
I said this a while back, and maybe it was just overlooked and buried underneath everything. I'm going to use an example this time as text can be rather hard to understand what's going on.
(I've removed unnecessary bits pertaining to sound, art, and description (and empty lines) to simplify it down to stats)
as you can see, the upgraded hull repair burst is supposed to have faster cooldown than the base, but is exactly the same, except that it is more expensive. here is another example:
note how there should be a difference in cooldown time between these two slower versions of the base weapon, but they are exactly the same, making the obsolete one (should be slower) cheaper than the outdated one even though it is exactly the same. now, here is an example comparing the light auto laser just like the previous one, outdated vs obsolete:
the cost difference this time is made up for in actual cooldown reduction by 0.4 s. while it may not seem much, remember this is an auto laser. the base cooldown is 4.5 seconds.
my theory for this happening is that base weapons without decimal cooldowns are interpreted by the endless loot generator as integer values and so when multiplied by a factor due to a prefix the result is also an integer.
in contrast, base weapons with decimal cooldowns are interpreted by the generator as float values and so when multiplied by a factor due to a prefix the result is also a float.
I hope that this time, the discrepancy is made clear.
mr_easy_money wrote:How come for certain weapons in Endless Loot there is no difference between the outdated and obselete prefixes and also no difference between the upgraded and advanced prefixes? (for example the Asteria Missiles) Shoudn't there be a difference because the two prefixes have different cooldown rates?
I noticed that this happens when the cooldown is an integer around 5 or so, for example, the Asteria Missiles has base cooldown of 5, and upgraded and advanced both go down to 4. In contrast, when the cooldown is a float around 5 or so, for example, the Light Auto Laser has base cooldown of 4.5, upgraded goes down to 3.8 whereas advanced goes down to 3.4.
if this is intentional, then I think that there should be a difference otherwise there is no reason to buy the advanced version over the upgraded version (would just cost more and be harder to find)
EDIT: This also ends up making the upgraded Hull Repair Burst I have the same cooldown as the base Hull Repair Burst I, which can't be intentional
I said this a while back, and maybe it was just overlooked and buried underneath everything. I'm going to use an example this time as text can be rather hard to understand what's going on.
(I've removed unnecessary bits pertaining to sound, art, and description (and empty lines) to simplify it down to stats)
Code: Select all
(base weapon)
<weaponBlueprint name="BA_BOMB_NANO_1">
<type>BOMB</type>
<tip>tip_bombs</tip>
<title>Hull Repair Burst I</title>
<short>Hull Repair I</short>
<locked>1</locked>
...
<damage>-1</damage>
<sysDamage>-1</sysDamage>
<persDamage>0</persDamage>
<missiles>1</missiles>
<shots>1</shots>
<sp>0</sp>
<cooldown>3</cooldown>
<power>1</power>
<cost>80</cost>
<bp>4</bp>
<rarity>3</rarity>
...
</weaponBlueprint>
( cooldown x0.85 )
<weaponBlueprint name="BA_BOMB_NANO_1_UPGRADED">
<type>BOMB</type>
<tip>tip_bombs</tip>
<title>Upgraded Hull Repair Burst I</title>
<short>UP Hull Repair I</short>
<locked>1</locked>
...
<damage>-1</damage>
<sysDamage>-1</sysDamage>
<persDamage>0</persDamage>
<missiles>1</missiles>
<shots>1</shots>
<sp>0</sp>
<cooldown>3</cooldown>
<power>1</power>
<cost>96</cost>
<bp>4</bp>
<rarity>3</rarity>
...
</weaponBlueprint>
as you can see, the upgraded hull repair burst is supposed to have faster cooldown than the base, but is exactly the same, except that it is more expensive. here is another example:
Code: Select all
(outdated charge II: cooldown x1.15)
<weaponBlueprint name="LASER_CHARGEGUN_2_OUTDATED"><!-- GK, cooldown up by 1 second -->
<type>LASER</type>
<title>Outdated Laser Charger</title>
<short>ou Charge II</short>
<tip>tip_charge</tip>
...
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<cooldown>6</cooldown>
<power>3</power>
<cost>56</cost>
<bp>2</bp>
<rarity>3</rarity>
<image>laser_light1</image>
<chargeLevels>4</chargeLevels>
...
</weaponBlueprint>
(obsolete charge II: cooldown x1.25)
<weaponBlueprint name="LASER_CHARGEGUN_2_OBSOLETE"><!-- GK, cooldown up by 1 second, same as outdated -->
<type>LASER</type>
<title>Obsolete Laser Charger</title>
<short>ob Charge II</short>
<tip>tip_charge</tip>
...
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<cooldown>6</cooldown>
<power>3</power>
<cost>42</cost>
<bp>2</bp>
<rarity>3</rarity>
<image>laser_light1</image>
<chargeLevels>4</chargeLevels>
...
</weaponBlueprint>
note how there should be a difference in cooldown time between these two slower versions of the base weapon, but they are exactly the same, making the obsolete one (should be slower) cheaper than the outdated one even though it is exactly the same. now, here is an example comparing the light auto laser just like the previous one, outdated vs obsolete:
Code: Select all
(outdated light auto laser: cooldown x1.15)
<weaponBlueprint name="BA_LASER_LIGHT_AUTO_OUTDATED">
<type>LASER</type>
<flavorType>Antipersonnel Laser</flavorType>
<tip>ce_tip_laser_light</tip>
<title>Outdated Light Auto Laser</title>
<short>ou Light Auto</short>
...
<persDamage>1</persDamage>
<damage>0</damage>
<shots>1</shots>
<sp>2</sp>
<breachChance>1</breachChance>
<cooldown>5.2</cooldown>
<power>1</power>
<cost>40</cost>
<bp>7</bp>
<rarity>3</rarity>
<speed>120</speed>
...
</weaponBlueprint>
(obsolete light auto laser: cooldown x1.25)
<weaponBlueprint name="BA_LASER_LIGHT_AUTO_OBSOLETE">
<type>LASER</type>
<flavorType>Antipersonnel Laser</flavorType>
<tip>ce_tip_laser_light</tip>
<title>Obsolete Light Auto Laser</title>
<short>ob Light Auto</short>
...
<persDamage>1</persDamage>
<damage>0</damage>
<shots>1</shots>
<sp>2</sp>
<breachChance>1</breachChance>
<cooldown>5.6</cooldown>
<power>1</power>
<cost>30</cost>
<bp>7</bp>
<rarity>3</rarity>
<speed>120</speed>
...
</weaponBlueprint>
the cost difference this time is made up for in actual cooldown reduction by 0.4 s. while it may not seem much, remember this is an auto laser. the base cooldown is 4.5 seconds.
my theory for this happening is that base weapons without decimal cooldowns are interpreted by the endless loot generator as integer values and so when multiplied by a factor due to a prefix the result is also an integer.
in contrast, base weapons with decimal cooldowns are interpreted by the generator as float values and so when multiplied by a factor due to a prefix the result is also a float.
I hope that this time, the discrepancy is made clear.

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- Sleeper Service
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
Yeah your assessment is and was correct, I just don't have a quick way to fix this at hand.
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
Can anyone please help me? I stopped playing CE for now after crashing two times. I don't know if I did something wrong with the installation or if I'm missing a mod that I should've downloaded to make it work.
The first one I crashed during an event, while the other one I crashed after jumping to a beacon. I only have CE and CE resource pack installed. My fps would also often drop when CE is installed, though I don't mind, I don't know if this is because I missed a mod that I should've installed with CE or if it's just because of my weak pc, and the massive amount of addons CE has makes me lag (though I normally would have 30 - 50 fps, I would get 10 - 20 fps in CE. I guess the latter is the reason because of my weak pc).
Anyway, has anyone experienced these crashes or is it just me? And is there maybe a possible fix, solution or reason why I keep crashing (or is it just my pc)? Thanks for answering!
I was only able to take a screenshot of the crashed event (In case you ask why the picutre is white-ish, my programs would always turn transparent-ish white when I crash):
http://imgur.com/a/lZxXV
The first one I crashed during an event, while the other one I crashed after jumping to a beacon. I only have CE and CE resource pack installed. My fps would also often drop when CE is installed, though I don't mind, I don't know if this is because I missed a mod that I should've installed with CE or if it's just because of my weak pc, and the massive amount of addons CE has makes me lag (though I normally would have 30 - 50 fps, I would get 10 - 20 fps in CE. I guess the latter is the reason because of my weak pc).
Anyway, has anyone experienced these crashes or is it just me? And is there maybe a possible fix, solution or reason why I keep crashing (or is it just my pc)? Thanks for answering!
I was only able to take a screenshot of the crashed event (In case you ask why the picutre is white-ish, my programs would always turn transparent-ish white when I crash):
http://imgur.com/a/lZxXV
- mr_easy_money
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
Sleeper Service wrote:I just don't have a quick way to fix this at hand.
would setting the weapons with integer base cooldowns to float cooldowns work (then re-generating the weapons) ? (for example base asteria missiles cooldown 5 changed to 5.0)
then maybe the multiplier would work as intended. the one problem I see with this is that it might just default the 5.0 back to 5.

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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
So, I've been getting crashes every time I use the Subspace Scanner to prevent enemy cloaking.
I am using the Potential ship and have lvl 3 Sensors.
It keeps saying it will use power, but it always crashes the game.
I am using the Potential ship and have lvl 3 Sensors.
It keeps saying it will use power, but it always crashes the game.
- mr_easy_money
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Re: FTL Captain's Edition 1.296/Inf 1.28/EL 1.295
I've noticed something odd about the Assault prefix relating to bomb/missile type weapons in Endless Loot
(taken from the endless loot prefix data, a link for reference: https://dl.dropboxusercontent.com/u/722 ... efixes.xml)
see how it says in the description update tag the cooldown is multiplied by a factor of 0.75? In contrast, the actual cooldown multiplier update tag indicates that the factor is 0.5.
This difference is significant especially for weapons with longer base cooldowns.
(taken from the endless loot prefix data, a link for reference: https://dl.dropboxusercontent.com/u/722 ... efixes.xml)
Code: Select all
<Mod name="ASSAULT_MISSILES">
<Predicates>
<Predicate tag="missiles" greater="0"/>
<Predicate tag="rarity" greater="0"/>
<Predicate tag="power" lower="4"/>
</Predicates>
<Updates>
<Update tag="title" prefix="Assault "/>
<Update tag="short" prefix="As "/>
<Update tag="desc" postfix=" Assault: cooldown x0.75; power cost +1"/>
<Update tag="tooltip" postfix=" Assault: cooldown x0.75; power cost +1"/>
<Update tag="cooldown" mul="0.5"/>
<Update tag="power" add="+1"/>
<Update tag="cost" mul="1.1"/>
<Update tag="weaponArt" postfix="_gritty"/>
</Updates>
</Mod>
see how it says in the description update tag the cooldown is multiplied by a factor of 0.75? In contrast, the actual cooldown multiplier update tag indicates that the factor is 0.5.
This difference is significant especially for weapons with longer base cooldowns.

Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism