I love the mod, I would just like to report 2 bugs:
(i) Text glitch - The "tips" screen at the start of the game glitches if the help text has too many words. See: http://imgur.com/a/7c61t#0
(ii) Crash - One of the "tips" screens crashes the game completely. I do not know which one because the crash happens before the screen loads. Just a straight crash to desktop.
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captains Edition 1.02
Hm this is so weird. Does any one know what can cause this text glitches? I assume it has to do with Unicode characters, but I have no real idea how to fix that. I have rewritten some of the tips already, but the errors persist.
Thanks for the detailed report. I'm glad the startup crash is the only one that persists so fare.
Thanks for the detailed report. I'm glad the startup crash is the only one that persists so fare.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: FTL Captains Edition 1.02
I think the theory that it is the text length that causes the glitch is true -- I just quickly checked the screenshots against the tip texts, and all of them were the ones with the longest text.
The longest one - about Elite Cruisers - was not mentioned, but I don't think I've ever seen it, either. It might be the cause of the crash, but I'm somehow rather inclined to believe it's a faulty starting event -- simply due to the fact that excessive text length already manifests itself in the form of the glitch.
The longest one - about Elite Cruisers - was not mentioned, but I don't think I've ever seen it, either. It might be the cause of the crash, but I'm somehow rather inclined to believe it's a faulty starting event -- simply due to the fact that excessive text length already manifests itself in the form of the glitch.
Superluminal2 - a ship editor for FTL
- Estel
- Posts: 466
- Joined: Sat Jun 22, 2013 4:03 am
Re: FTL Captains Edition 1.0
Agreed. This way, we could even say "it's not a bug, it's a feature"Nevill wrote: I believe upping the power requirements to the number of rockets fired and getting rid of special effects (they are applied separately on every hit, and mess up the targeted system beyond repair) would make salvo missiles more in line with other weapons. Getting past the defense drones is a good enough ability on its own.

---
Another bunch of bug reports - to get big version of every image, just click it:
1. Elite corvette is great idea, I really like fights with them. Still, they seem to have miss-placed weapon:

2. That isn't what I would call "clever ship design" from the Federation side - healing unit in federation miner doesn't have doors. At all:

It doesn't look like it was intended (symmetric chamber on the other side of ship have doors), and even if, why they would place healing unit, there?
3. One of event texts during Last Stand phase have minor typo. Underlined text should be "the", not "he":

4. Doors, again - this time it's about laser barge. Poor little guy inside - my sinister inner side just couldn't resist bomb-igniting him


5. And candidate for "the least important bug in the world", edition 2013 - image of cruisers spawned in the picture (there are many more, under text-box) are quite contradictory to what event text implies:

---
Hope it helps

/Estel
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captains Edition 1.02
Thanks for your report!
I found that quite amusing. Maybe engagements with ten or less cruisers are not considered "hostilities" under general system law? I'll take care of that.
The barge was intended to have their door system unaccessible, but there shouldn't be anyone spawning there. I will look into that. The Miner should indeed have a door there. No wonder the Federation is loosing the war.
Estel wrote:5. And candidate for "the least important bug in the world", edition 2013 - image of cruisers spawned in the picture (there are many more, under text-box) are quite contradictory to what event text implies:
Image
---

The barge was intended to have their door system unaccessible, but there shouldn't be anyone spawning there. I will look into that. The Miner should indeed have a door there. No wonder the Federation is loosing the war.
I'm so glad it's stable now. KartoFlane has to get the credit for that. Without his help I would never have found all this errors.Estel wrote:Hope it helpsduring many playthroughs, I haven't encountered any playthrough-breaking bug, which indicates you've really did a great job with hunting them!
-
- Posts: 39
- Joined: Sun Jul 28, 2013 2:55 pm
Re: FTL Captains Edition 1.02
He if this guy made this mod make a tutorial to do modding stuff that should be friggen awesome
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captains Edition 1.02
I considered that a few times but I'm not sure what kind tutorials are really in demand. I feel like a lot of stuff has already been covered (there is tutorial section in the Master Mod List).
I did write some stuff about editing weapons here though and the whole thread is full of useful infos on weapon creation anyway. I also gave a quick run-down on drone editing here.
I did write some stuff about editing weapons here though and the whole thread is full of useful infos on weapon creation anyway. I also gave a quick run-down on drone editing here.

-
- Posts: 3
- Joined: Tue Jul 30, 2013 8:35 pm
Re: FTL Captains Edition 1.02
Help! The It shows as a compressed folder instead of a ftl file! What do I do?
-
- Posts: 13
- Joined: Fri Jul 26, 2013 3:26 am
Re: FTL Captains Edition 1.02
Question: Do I have to unlock all ships beforehand to play this mod to it's full potential.
i.e. All ships won't be unlocked by using this and I can got though the game with this and still have a challenge.
i.e. All ships won't be unlocked by using this and I can got though the game with this and still have a challenge.
-
- Posts: 11
- Joined: Wed Jul 31, 2013 12:34 am
Re: FTL Captains Edition 0.95 [open beta]
Hello I posting here to let you know that your mod will be streamed live on twitch TV at 7pm est on 7/31/13 the streamers name is Pandatron76 at http://www.twitch.tv/pandatron76 and would really like it if you stopped by to get input from you and to give you some... We hope we will see you in the stream...Sleeper Service wrote:Hm all right, I will see what I can do. But there is no way to really implement the stations without creating new events for them, as vanilla events wouldn't fit them at all. I merged my mods into a compilation so I don't have to support and update three or five different mods in the end, but I can see how that isn't perfect for everyone.speedoflight wrote:Nice. Is this the same mod as the space stations alone?? if yes, could you just make a ftl version only with the space stations?? since i already am experimenting with my own events and i already have a seriosluy weapon modded content, i will be only interested in the new enemies..
As said, right now the stations all have unique events to spawn them, all with textlists that contain three to ten flavour texts. Some neutral events have been added as well and there are three new quests. I really want to do much more new events, but making them work and testing them is really annoying (all this hoursTorchwood202 wrote:I hope for new events?). There might be more in the future. First I want to be sure that this is running stable as it is.
PS- We are really enjoying your mod