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 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Tue May 30, 2017 1:28 pm

Ah ok, sounds like a lead. I look into that. Does this cause problems when the sector is generated (aka when jumping to a new sector) or on beacon loadling (aka when jumping to that beacon)?
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slowriderxcorps
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby slowriderxcorps » Tue May 30, 2017 2:56 pm

I've gone through the entries in the Deep Space lists and marked down everything noteworthy, mostly all the Unique events, but also some anomalies that I deeply suspect are causing crashes. From my memories with this problem, the game was crashing whenever I tried to jump to a beacon that had an event that I had already been to, I believe. However it was also causing some other extremely bizarre glitches on occasion, generally resulting in the beacon being completely blank, or not loading a background.
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mr_easy_money
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Thu Jun 01, 2017 8:02 pm

looking through the files, I noticed that "BA_MINES_TECH_ENEMY" has a rarity of 5. shouldn't this be 0 since it's an enemy weapon?
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blancfaye7
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Fri Jun 02, 2017 3:28 pm

I have been silent. I must admit, I have been doing runs without noticing errors anymore since I usually ALT TAB from work then to the game when I upload some things or restart server in work, etc...

I will try to be more focused next time.

Nice progress and fixes. This mod will soon be perfected (disregarding all unfixable issues due to engine limitations)
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DeclanFrost
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby DeclanFrost » Fri Jun 02, 2017 5:56 pm

Hey all! New forumite here. Just made an account to ask whether anyone else is experiencing freezing with this mod.

It usually freezes whenever I jump anywhere, and as soon as I enter a beacon (freezes with the event text box on screen, usually before I'm able to press continue). Worth noting that I use the profile editor to alter crewmembers.

Edit: this happened 5 times in the first sector. Also, if I posted in the wrong place, tell me and I'll post wherever appropriate.

Edit 2: I meant freeze. Not crash.
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blancfaye7
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Sun Jun 04, 2017 4:17 am

DeclanFrost wrote:Hey all! New forumite here. Just made an account to ask whether anyone else is experiencing freezing with this mod.

It usually freezes whenever I jump anywhere, and as soon as I enter a beacon (freezes with the event text box on screen, usually before I'm able to press continue). Worth noting that I use the profile editor to alter crewmembers.

Edit: this happened 5 times in the first sector. Also, if I posted in the wrong place, tell me and I'll post wherever appropriate.

Edit 2: I meant freeze. Not crash.


What kind of freeze? Like the game elements are not interactible anymore except the text box?
Make it clearer.
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mr_easy_money
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Sun Jun 04, 2017 6:50 pm

blancfaye7 wrote:What kind of freeze? Like the game elements are not interactible anymore except the text box?
Make it clearer.

don't need to, turns out the problem was solved via Large Address Aware: https://www.reddit.com/r/ftlgame/commen ... s/dif04a0/
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mr_easy_money
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Sun Jun 04, 2017 11:34 pm

I noticed in the last event of the pirate chain (well, depending on which choice you choose in the beginning) the reward on the second option isn't hidden, like so:

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in my predicament of low hull it was a nice sight, but I don't think it makes sense for the choice to be like that. oversight or on purpose?
FearTheBlaziken
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby FearTheBlaziken » Fri Jun 16, 2017 2:57 pm

I've experienced several issues with the main mods of Captain's Edition, I didn't bother to post these issues earlier before, but seeing CE is no longer being expanded, I feel that a few bugs need to be squashed in order to make it more complete.

First off, the CE data mod has the Github files from the Spell Checking repository, this increases the file size more than twenty-fold (~1.26 to 28.58 MB). Unless you are using the host file as the repository (I don't know how GitHub works exactly), these files should be safe to remove.

Code: Select all

data\.git
data\.dropbox
data\README.md


Next, there is a bug where an Non-Elite ship appears instead when a player re-enters a Fleet Controlled beacon after defeating the Elite ship there. I tested and figured out that if you made the Fleet events link to the main eventList, that it'll not load a non-elite ship (as intended). If you change the Fleet events to the format example I did below, this should fix this common problem.

Code: Select all

Disclaimer: I do not recommend copying this code verbatim, as though it did give me the results I wanted during testing, those results may not be what you wanted, as this skips the initial 'The Rebels have already taken this beacon!" event. Modify it to suit the mod's needs.

<eventList name="FLEET_EASY">
   <event load="C_FLEET_LIST"/>
</eventList>
<eventList name="FLEET_EASY_DLC">
   <event load="C_FLEET_LIST_DLC"/>
</eventList>
<eventList name="FLEET_HARD">
   <event load="C_FLEET_LIST"/>
</eventList>
<eventList name="FLEET_EASY_BEACON">
   <event load="CE_FLEET_BEACON_LIST"/>
</eventList>
<eventList name="FLEET_EASY_BEACON_DLC">
   <event load="CE_FLEET_BEACON_LIST_DLC"/>
</eventList>

[Add "<img planet="NONE" back="BG_WARNING_TARGETING_FLEET"/>
" to all events linked to "C_FLEET_LIST(_DLC)" and "CE_FLEET_BEACON_LIST(_DLC)"]
[Add "You've found the long-range relay but the Rebels got here first!" to all event text in "CE_FLEET_BEACON_LIST(_DLC)"]


The rest of the issues I have can be easily summed up in a single code box, in order of importance:

Code: Select all

- On-board Science Lab (Zoltan Research Facility) and possibly Socialising (Mantis) at the start beacon allows a battle to have a Friendly ASB (Have seperate eventLists?) Is the Friendly ASB used to change the planet image due to Hyperspace?
- You can summon your ASB in an Asteroid Field by either faking a surrender, or using the Internal Generator and another Combat Augment.
- Hostile Ships equipped with the FTL Jammer don't actually slow down your FTL Drive.
- The Ancient Sector in CE Infinite doesn't spawn as its sectorDescription isn't on the "OVERRIDE_HOSTILE" list for when AE is enabled, you may also have to check the rarityLists for any missing entries.
- A mere suggestion, you can make dedicated blueprintLists (i.e. "CE_SOCIAL_HUMAN" for "human") for each Alien race to prevent socialising from getting the Diplomatic Immunity achievement.
- I've checked the Endless Loot code, and found that the Crystal Sector doesn't account for any of the EL weapons. (I don't know if rannl can program this in) With no Crystal weapon having EL variants, this means that the Crystal weapons appear less often compared to when EL is not installed.
- The blueprint files for EL also contain data from both Vanilla and CE (+Infinite) apparently, perhaps after running the program with the new CE files, adding any manual changes done in the past, and setting the files to ".xml" instead of ".append" would significantly reduce file size. (EL has a ton of issues, but I believe they can't be fixed without modifying rannl's program.)
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I polish other mods because I am too lazy to make my own.

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