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

Distribute and discuss mods that are functional. Moderator - Grognak
Post Reply
The Captain
Posts: 390
Joined: Thu Mar 28, 2013 1:44 am

Re: FTL Captain's Edition 1.1

Post by The Captain »

1.1 works for me.

Although: Encountered Zoltan wise man, chose my doom (Slug), had one level of weapons disabled, won the battle, still had that level of weapons disabled. Shouldn't it be back to normal? It didn't really affect me, but if I had had a Weapon Preigniter, it would have been annoying.


"Tip: Bomb Weapons ... they do no damage to the ships* hull." - ship's

Rock conversation: "... The couple was from different casts*." - castes.

'The Rockman thinks that the last battle was "honorably"* fought.' - remove quotes.

Black box quest marker: "Grim news have* to be delivered here." - has.

'The Rockman talks about their* past. The being was working on** a missile manufacturing plant.... joined the Federation out of*** an "unusual"**** thirst for adventure.' - 1) its; 2) in; 3) "due to" instead of "out of"; 4) remove quotes.

Civilian station being raided by pirates: "2. Offer to stay awhile and help repell* the next attack." - repel.

Sector name: "Illegalized* Zone IV" - Lawless.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.1

Post by Mr. Mister »

Hey sleepy: I haven't had the chance to pay attention to it with CE since I found out about it, so there's the possibilty that you've already fixed it, but the debris from at least the third flagship phase feature a asecond laser mount instead of the missile weapon. Sure it's a very low priotiry thing, but I'm cutious they haven't fixed that yet.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.1

Post by Mr. Mister »

So, sleepy, you could just include the custom music in an .ftl and the custom music's sector_data.xml in another .ftl. Yes, this means we'll have to load 2 additional .ftls instead of 1 for the new music, but you won't have to upload the music files again when you update sector_data.xml.

And update it. Plz sleepy. Rspnd.
Kartoffelr

Re: FTL Captain's Edition 1.1

Post by Kartoffelr »

The flagship is still asphyxiating the rest of its crew in phase 3. Is this really intended?
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.1

Post by Estel »

The Captain wrote:1.1 works for me.

Although: Encountered Zoltan wise man, chose my doom (Slug), had one level of weapons disabled, won the battle, still had that level of weapons disabled. Shouldn't it be back to normal? It didn't really affect me, but if I had had a Weapon Preigniter, it would have been annoying.
Before I forget again (as I was about to put this since three or four report baskets) - teleport isn't reset properly after being affected, too.

Cheers,
/Estel
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.1

Post by Sleeper Service »

Mr. Mister wrote:So, sleepy, you could just include the custom music in an .ftl and the custom music's sector_data.xml in another .ftl. Yes, this means we'll have to load 2 additional .ftls instead of 1 for the new music, but you won't have to upload the music files again when you update sector_data.xml.

And update it. Plz sleepy. Rspnd.
It seemed a lot of people where OK with the nebula mass in the end, so I don't know if that is really necessary. The change was really minor, one to two beacons less. I'll include it in the next music update. If you really badly want less nebula you can unpack the mod and change the nebula entry in SE_SECTOR_AI in sector data.xml.append yourself.
Kartoffelr wrote:The flagship is still asphyxiating the rest of its crew in phase 3. Is this really intended?
Yep, also mentioned in the event.
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.1

Post by Mr. Mister »

Ah right, supposedly you're gonna have to upload it anyway if you're going to include new music for Outlaw Headquarters.
Cloudmoon
Posts: 17
Joined: Thu Feb 13, 2014 2:25 pm

Re: FTL Captain's Edition 1.1

Post by Cloudmoon »

Still can't play the new CE. Face punch solution didn't work. Anyone else have a suggestion?
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: FTL Captain's Edition 1.1

Post by dalolorn »

Estel wrote:
The Captain wrote:1.1 works for me.

Although: Encountered Zoltan wise man, chose my doom (Slug), had one level of weapons disabled, won the battle, still had that level of weapons disabled. Shouldn't it be back to normal? It didn't really affect me, but if I had had a Weapon Preigniter, it would have been annoying.
Before I forget again (as I was about to put this since three or four report baskets) - teleport isn't reset properly after being affected, too.

Cheers,
/Estel
Report... baskets? :?
Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.1

Post by Mr. Mister »

The Light Lasers tip still has a few characters over the limit. You should also change it to "can pierce two shield bubbles".
Post Reply