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 1.298b/Inf 1.28/EL 1.298

Postby Sleeper Service » Sun Feb 19, 2017 8:57 pm

Weapon lists are universal, unfortunately.
User avatar
mr_easy_money
Posts: 626
Joined: Fri May 29, 2015 9:05 pm

Re: FTL Captain's Edition 1.298/Inf 1.28/EL 1.298

Postby mr_easy_money » Mon Feb 20, 2017 9:05 am

mr_easy_money wrote:
Sleeper Service wrote:CE Update 1.298
- Added enemy version of the Ares Missile

I don't see any indication of this in the files... at least when I searched for 'BA_MISSILES_4', 'Ares Missile', its description or tooltip.
Sleeper Service wrote:CE Update 1.298b
- Added enemy version of the Ares Missile, for real now

I looked into the Endless Loot for CE Infinite 1.298 addon and it doesn't seem to be there... overwriting the autoblueprints standard_weapons list and such along with no endless loot versions of it

~~~~~~

also, why does Endless Loot overwrite things like augments, crew, and even the original weapons? as I pointed out before this was hazardous as some things in CE like crystal vengeance being stackable didn't happen in EL. also did that get fixed in EL?
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby Sleeper Service » Mon Feb 20, 2017 12:22 pm

Yeah _ENEMY Ares would again require rebuilding the mod file and re-generating the mod.

The EL tool takes and modifies files a s a whole, so the vanilla stuff is still going to be there. I'll look into crystal vengeance again, but I think that was fixed. (?)
User avatar
mr_easy_money
Posts: 626
Joined: Fri May 29, 2015 9:05 pm

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby mr_easy_money » Mon Feb 20, 2017 12:35 pm

Sleeper Service wrote:Yeah _ENEMY Ares would again require rebuilding the mod file and re-generating the mod.

couldn't you just go in and copy all the ones for the (player) Ares Missile, write the name with "_ENEMY" at the end, add 1 power, and set the rarity to 0?

if that's too much of a hassle, then at least change the autoBlueprints.xml.append "STANDARD_WEAPONS" list to use BA_MISSILES_4_ENEMY instead of BA_MISSILES_4 because that is what happened in this recent CE update.

if that's not too much of a hassle, then you'd also have to add the enemy version's variants (i.e. add _ENEMY to the end of all of them)
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby Sleeper Service » Mon Feb 20, 2017 12:49 pm

Yeah but that would still require changing about 50 blueprints and then making sure that all those lists use the correct missiles. EL stuff isn't even intended to be in enemies hand to begin with,

mr_easy_money wrote:if that's too much of a hassle, then at least change the autoBlueprints.xml.append "STANDARD_WEAPONS" list to use BA_MISSILES_4_ENEMY instead of BA_MISSILES_4 because that is what happened in this recent CE update.
Ah ok I missed that one, will get fixed (does only matter for non AE users I think?)
User avatar
mr_easy_money
Posts: 626
Joined: Fri May 29, 2015 9:05 pm

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby mr_easy_money » Mon Feb 20, 2017 1:32 pm

Sleeper Service wrote:Ah ok I missed that one, will get fixed (does only matter for non AE users I think?)

oh I see. are the lists enemies use in AE located in dlcBlueprintsOverwrite.xml then?

Sleeper Service wrote:Yeah but that would still require changing about 50 blueprints and then making sure that all those lists use the correct missiles.

I'm not entirely sure what you're getting at here. it would be a copy+paste matter of BA_MISSILES_4 to BA_MISSILES_4_ENEMY in enemy lists and in the blueprints.
I see what you mean by hassle though since I assume there is some variation in the rarity tag and definitely for power with faulty, optimized, etc. prefixes. I see what you mean there,

Sleeper Service wrote:EL stuff isn't even intended to be in enemies hand to begin with

that's a good point. it would be extra work for little benefit. I guess I could do it myself as an extra addon or whatever.
Atruejedi
Posts: 6
Joined: Fri Dec 09, 2016 3:51 am

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby Atruejedi » Fri Feb 24, 2017 8:07 am

Long time fan, first time poster!

I was playing Captain's Edition on the Engi A ship and doing fairly well, but I had 2 hull integrity left as I entered Sector 7. I encountered a Lanius group who asked to deconstruct a portion of my hull. Because I had a Lanius crew member, I clicked the blue option to "Negotiate a better deal." The next event offered me three choices, the least of which was to take 3 damage, with no way to back out or decline. So... I was forced to kill myself. Can this be tweaked? :D
Chronosplit
Posts: 19
Joined: Fri Feb 24, 2017 7:57 pm

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby Chronosplit » Fri Feb 24, 2017 8:03 pm

I ran into this spelling bug on my last run using the latest version. "You have no use them"
Image
User avatar
mr_easy_money
Posts: 626
Joined: Fri May 29, 2015 9:05 pm

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby mr_easy_money » Fri Feb 24, 2017 8:36 pm

Chronosplit wrote:I ran into this spelling bug on my last run using the latest version. "You have no use them"

there are still quite a number of spelling/grammar errors, but it's gotten better. currently, spellchecking is handled as such:
Sleeper Service wrote:You can also support CE by participating in our collective effort to spellcheck the mod texts. That is done through a public git repository.

I figured the only way to really check for spelling/grammar is to literally go through all of it, which is a big task considering how gigantic CE is, but necessary, which is what I'm currently in the process of doing... more or less :roll: ...bit by bit if it takes too long.

I'd hazard the guess that there are still people who point that out as "another one of those reasons not to play CE", which is stupid since the main creator isn't even a native speaker.

=======================================================================

semi-related, the "serve drones" augment in EL is named only as "serves".
Jonmasta
Posts: 1
Joined: Sat Feb 25, 2017 4:00 pm

Re: FTL Captain's Edition 1.298b/Inf 1.28/EL 1.298

Postby Jonmasta » Sat Feb 25, 2017 4:18 pm

So I crashed 2 times on the same beacon, as soon as I pressed the event option. It was in the Contested Deep Space sector, from CE Infinite, at the "confined space" event.
Picture of crash: http://i.imgur.com/Z7HkDQm.png
Picture of my equipment: http://i.imgur.com/7Zpmj8n.png
Picture of the sector: http://i.imgur.com/8tNuegI.png

Mod List:
Expanded Enemy Window 1.2.ftl
Better Planets and Backgrounds_v1.3.1.ftl
CE Resource Pack 1.298.ftl
FTL Captains Edition 1.298b.ftl
CE BPaB Compatibility Patch 1.0.ftl
CE Infinite Addon 1.28.ftl
EL Texture Pack 1.27.ftl
CE Endless Loot Addon for CE Infinite 1.298.ftl
CE Non-EL Enemy Loadouts Addon 1.26.ftl

Here's the Continue file: https://dl.dropboxusercontent.com/u/215 ... 20file.sav . The beacon that crashes is right above the current position.