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

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DestinyAtlantis
Posts: 27
Joined: Thu Aug 01, 2013 9:23 am

Re: FTL Captains Edition 1.02 [stable]

Post by DestinyAtlantis »

It is possible to change the number of sectors like the Infinite Space mod does.
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Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captains Edition 1.02 [stable]

Post by Estel »

Infinite space does it by repeating "hidden sector" over and over (+ other tweaks). While I would *love* to see "Infinite Space" incorporated into CE as *alternative* game mode (so you could choose if you want to play "vanilla" or infinite-space style - i don't care if it would be fancy menu button, or just by changing activated files in mod manager), I'm not sure if Sleeper is interested in incorporating Yet Another Big Mod (tm) into CE horsepower.

Pity, as "Infinite Space" is looking more and more like totally abandoned mod (no compatibility with latest FTL patch for months), but c'mon, Sleeper isn't omnipotent/omnipresent, I'm sure CE itself requires quite amount of free time to maintain :)

/Estel
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Sleeper Service
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Re: FTL Captains Edition 1.02 [stable]

Post by Sleeper Service »

I had a look on how infinite space does stuff and integrating CE into that would indeed be a lot of work. I also like CE to remain an expansion of vanilla that leaves core elements intact. The idea of an infinite FTL game experience is certainly cool. And the way the mod does it is pretty smart, concerning the limits that are imposed on modding FTL. But right now infinite gameplay can't be done without cutting a lot of the vanilla game out, which would also take away a lot of stuff from CE. If the mod is still active I would definitely give my approval of integrating CE elements into it (BA, TB, BS...). But I don't feel like I want to work on that myself.
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DestinyAtlantis
Posts: 27
Joined: Thu Aug 01, 2013 9:23 am

Re: FTL Captains Edition 1.02 [stable]

Post by DestinyAtlantis »

Estel wrote:Infinite space does it by repeating "hidden sector" over and over (+ other tweaks). While I would *love* to see "Infinite Space" incorporated into CE as *alternative* game mode (so you could choose if you want to play "vanilla" or infinite-space style - i don't care if it would be fancy menu button, or just by changing activated files in mod manager), I'm not sure if Sleeper is interested in incorporating Yet Another Big Mod (tm) into CE horsepower.

Pity, as "Infinite Space" is looking more and more like totally abandoned mod (no compatibility with latest FTL patch for months), but c'mon, Sleeper isn't omnipotent/omnipresent, I'm sure CE itself requires quite amount of free time to maintain :)

/Estel
Infinite Space has partial compatibility(High-res version has at least syntax errors(checked with GMM), but the other version is playable). Also, i don't recommend going against the second sector's second boss(the one you find after defeating the sector's welcoming party), even with an OP ship.
Estradus
Posts: 2
Joined: Mon Aug 12, 2013 3:40 pm

Re: FTL Captains Edition 1.02 [stable]

Post by Estradus »

I get a crash whenever I start a play using the type B mantis ship. I am new to using mods and I do not know if there is any way to provide a crash report for aid in solving this issue. The crashes occur only with the use of this mod, and I do not know if it appears with any other ships. I suspect it occurs due to the basalisk's lack of starting weaponry? But I cant say for sure.
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Estel
Posts: 466
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Re: FTL Captains Edition 1.02 [stable]

Post by Estel »

I don't have such issues with Mantis B, using latest FTL, and following list of mods (loaded in following order):

Code: Select all

Better Planets and Backgrounds_v1.3
better_asteroids
corpses v1
The Vindicator
FTL Captains Edition v 1.0
Considering, that no one ever reported such weird problem in any setup, I would tend to blame your setup. Are you sure, that you're using latest FTL patch?
Estradus
Posts: 2
Joined: Mon Aug 12, 2013 3:40 pm

Re: FTL Captains Edition 1.02 [stable]

Post by Estradus »

Estel wrote:I don't have such issues with Mantis B, using latest FTL, and following list of mods (loaded in following order):

Considering, that no one ever reported such weird problem in any setup, I would tend to blame your setup. Are you sure, that you're using latest FTL patch?
I think I have the latest. How do I check for sure? The only mods I am using are no fleet and this mod.
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Estel
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Re: FTL Captains Edition 1.02 [stable]

Post by Estel »

Estradus wrote:
Estel wrote:The only mods I am using are no fleet
Have you tried to run it without "no fleet"? CE changes many things re fleets (i.e. you may encounter cruisers and battleships - defeating them stop rebel pursuit for few rounds), so you're not only crippling your experience, but may also be using conflicting things.

/Estel
dalolorn
Posts: 532
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Re: FTL Captains Edition 1.02 [stable]

Post by dalolorn »

Sleeper Service wrote:I had a look on how infinite space does stuff and integrating CE into that would indeed be a lot of work. I also like CE to remain an expansion of vanilla that leaves core elements intact. The idea of an infinite FTL game experience is certainly cool. And the way the mod does it is pretty smart, concerning the limits that are imposed on modding FTL. But right now infinite gameplay can't be done without cutting a lot of the vanilla game out, which would also take away a lot of stuff from CE. If the mod is still active I would definitely give my approval of integrating CE elements into it (BA, TB, BS...). But I don't feel like I want to work on that myself.
I could probably try to do it without significantly damaging IS's functionality, if I could even read your XMLs.

I had to make a .bat file just to append blueprints.xml and autoBlueprints.xml, and had no idea whatsoever as to what I was manually appending via copy-pasting to the other files! :|

And before you ask, I don't have Python and can't run GMM.

Edit: And besides, I already have problems with my own conversion. :(
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Sleeper Service
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Re: FTL Captains Edition 1.03 [stable]

Post by Sleeper Service »

Update time once again. This update focuses mainly on implementing some of the many balancing and event modification suggestions you've made. I also took some balancing and adjustment clues from the let's play videos out there (like the once Pandatron did) and implemented some suggestions from reddit...
Most of the reported errors are supposed to be fixed now, but there might still be some float mounts out there...

1.03 changelog
-Most of the mod has been spellchecked by Solarion (thanks a lot!)
-BA: several weapons rebalanced, many weapons renamed for coherency, tool-tips clarified and short titles adjusted
-Addon player ship load-outs rebalanced
-DE: one drone added
-Global probability of encountering auto turrets lowered
-BS: One auto turret variant added, apparently these things where boring the hell out of a lot of people
-Probability of station encounters in civilian sectors lowered
-Several events modified
-Piracy options added to a few more vanilla events
-A few enemies use recoloured hull graphics now, matching the style of the type b player ship of their faction

Compleat spell checking the mod and coding the Sector Extension component might still take a while. I'm done with the hazard sector so far.

Concerning merging CE with Infinit Space:
I would claim that CE is actually decently organized, given your display program can read the xmls correctly of course. The contents of the event.xml.appends are divided into different parts, marked by comment brackets (like <!-- CE modified Vanilla events --> <!-- End of CE modified Vanilla events -->).
All the assets have their own prefix (see OP), although I didn't went through with that for the events and it actually might confuse some things by now, because all the components are overlapping more and more.
Merging the mods might actually just be pretty simple, but time consuming busy work:

1. Coppy all CE stuff outside DATA into corrosponding IS folders
2. Coppy all CE ship blueprint related xmls into IS DATA Folder
3. Coppy all CE animationsheets, soundsheets, blueprints and new events into their corresponding IS xmls
4. Modify all IS eventlists, weaponlists, drone lists and modified ship lists to include the CE assets, basically copying content in from CEs version of the lists
5. Manually replace or merge each modified IS Vanilla event with the modified CE version
6. Modify costum IS events to inclue CE assets?
7. Run the error checker on the abomination that you have created and see what you've missed
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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