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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ArmedKevin117
Posts: 42
Joined: Sun Apr 07, 2013 8:50 pm

Re: FTL Captain's Edition 1.065e

Post by ArmedKevin117 »

Sleeper Service wrote:
ArmedKevin117 wrote:I keep seeing instances of [TYPE OF TEXT THAT SHOULD GO HERE] instead of event text. For example, on my last playthrough I got a teleport jammer, and a lot of the time that I used it it would just say something like [CE_TELEPORT_JAMMER_PREFIGHT_TEXT]. Is that a bug, or is it just a product of this not being "complete"?
Uh can you specify in which events that happened? I'm fairly sure that textlist is correctly assigned, so the problem might be in your mod file. Maybe consider downloading the mod again and try reinstalling it.
It's happened on a lot of them, over several different downloads. I don't remember all of them, but I'll start writing down when it happens and posting it for you.
Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.066

Post by Nider_01 »

Enemy fire bomb graphic did not fixed :(
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.066b

Post by Sleeper Service »

Ok turns out I was checking the wrong anim altogether. Guess it works now (with UI prompt: Warning - Fire Hazard)
Does anyone else get this text errors in the current versions?

1.066b
-Another attempt to fix the enemy fire bomb...
-All defence drones now have their reload time mentioned in their description
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Delphi
Posts: 33
Joined: Sat Nov 02, 2013 3:30 pm

Re: FTL Captain's Edition 1.066b

Post by Delphi »

I´m getting a crash after the initial loading screen with 1.066b.

It´s titled Microsoft Visual C++ Runtime Library:

This application has requested the runtime to terminate it in an unusual way.

Version 1.066 is still working fine, I´m sticking with it for the time being.

OS is Windows 7 64 bit, Mod is installed by Slipstream MM 1.4. FTL Version 1.033

Edit: Problem fixed :D
Last edited by Delphi on Mon Nov 04, 2013 8:32 pm, edited 1 time in total.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.066b

Post by Mr. Mister »

Can confirm, Sleepy broke it. Again.
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.066b

Post by Sleeper Service »

I apollogize once more. Fixed that and uploaded the file again, it should work now.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Reaper2507
Posts: 4
Joined: Tue Oct 29, 2013 7:49 am

Re: FTL Captain's Edition 1.066b

Post by Reaper2507 »

Great Mod love it!

just a simple question why is the "old laser" Dualshot 1Energy sooo damn strong.. honestly i would name it one of the best Weapons in the game..
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.066b

Post by Sleeper Service »

Yeah that thing is kind of a relict from the early times of the mod. Will be changed at some point.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
abyssion425
Posts: 22
Joined: Mon Aug 26, 2013 2:21 am

Re: FTL Captain's Edition 1.066b

Post by abyssion425 »

Wha?

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but I don't have a slug on board though...
event involved a flushed rebel soldier and i picked option 2.
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NewAgeOfPower
Posts: 289
Joined: Wed Jan 02, 2013 1:52 am

Re: FTL Captain's Edition 1.066b

Post by NewAgeOfPower »

abyssion425 wrote:
but I don't have a slug on board though...
event involved a flushed rebel soldier and i picked option 2.
I just imagined if the Slug was the traitor... and then you had the blue event using a slug... He's telling you not to trust him :lol: :lol: :lol:
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