I have run into a mostly cosmetic bug; While using both captains edition 1.104 and the better planets and backgrounds mod linked, The title screen is entirely white, though the commands (Continue, New Game, etc.) did highlight when moused over. Additionally, during a black hole event, the background was also white, though the ships, crew, HUD were still present. Has anyone else run into this problem?
Load order was:
Better Planets and Backgrounds_v1.3.1
FTL Captains Edition 1.104b
CE Vanilla Player Ship Loadouts Addon 1.0
CE Infinite Addon 1.004
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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- Sleeper Service
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Romalee wrote:I have run into a mostly cosmetic bug; While using both captains edition 1.104 and the better planets and backgrounds mod linked, The title screen is entirely white, though the commands (Continue, New Game, etc.) did highlight when moused over. Additionally, during a black hole event, the background was also white, though the ships, crew, HUD were still present. Has anyone else run into this problem?
Sounds background related. Maybe try reinstalling or re-downloading CE?
That whole UI prompt defense drones bug is rather annoying. I will work on that properly at some point. On the bright side, the problems with CE Endless Loot seemed to be false alarm, so this addon might happen after all.
Estel wrote:Rebel fleet started to chase me (on-screen) after exactly 3 jumps in sector 3 - intended? In Deep Space, it seems to be correctly delayed. I'm reporting it just because you've answered, last time, that delay in normal sector as big as in Deep Space is intended.
That was related to the mine drone event call. Is fixed now.
Estel wrote:2. If we encounter rebel fleet in exit beacon and decide to jump closer to Federation coreworlds, it doesn't allow us to choose next sector where we jump (just put it into one randomly). If it's modding limitation, it could use some hinting in event text - like, that we jump where the long-range relay was set already by someone before us, due to rebel fleet on our tail. Currently, it speaks about feeding fuel and doing "necessary preparation" anyway, which doesn't imply so much haste, that we can't choose where we're jumping
This depends on if you are in deep space or in regular sectors. The event is always the same, so that cant be changed and the text you suggested would appear odd in regular sectors. Modding limitations indeed, strong ones.
Estel wrote: There was no shop in this Deep Space sector:
Yep. Its deep space, trade is scarce. I still don't fully understand sector beacon generation probability works, it feels like most deep space sectors still will get a shop.
This might as well be the last update of main CE before AE. I want to start working on things that I already can do now, to make the transition as smooth as possible. Started spriting a Lanius station from the different ships on the reveal poster for example.
CE Infinite 1.005
- Deep space starting beacons work correctly now
- Therefore boss-like events at deep space start beacons work as well now
CE 1.105
- Crystal Vengeance can be engineered correctly now
- All Interceptors are equipped with various configuration of FTL Boosters and FTL Jammers now
- Self destruction Auto ships are now controlled by a preset escape timer
- All impact UI prompts are displayed slightly shorter
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
I guess right now is as good a time as any to start preparing for the Advanced Edition release. It will make it a lot easier to getting version of the mod up and running as fast as possible.
You should make the Lanius station looks like a hive where many Lanius could hibernate for thousands of years before culling the solar system.
You should make the Lanius station looks like a hive where many Lanius could hibernate for thousands of years before culling the solar system.
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Oh, so Subspace Scanners are actually nebula-proof sensors. I thought they were just the anti-cloaking combat augment... cool.
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Mr. Mister wrote:Oh, so Subspace Scanners are actually nebula-proof sensors. I thought they were just the anti-cloaking combat augment... cool.
Are they Anti-Cloaking as well? I don't think we have a combat augment that specifically jams cloaking. That could be another really good use for them. Of course the cost would go up substantially and they would have to be made not Slug specific. The Recon drone could be added back for Slugs in that case maybe. Or a whole new augment could be made for Anti-Cloaking.
I also think something cool to bump up the usefulness of sensors would be an engineering option for level 3 sensors that allows you to build this maybe. Of build long-range scanners etc... Because perhaps being able to build an Anti-Cloaking Augment would be broken. Of course it could cost a lot of scrap.
I think it would be nice to have some more engineering options related to your current system upgrades and/or engineering options that have multiple conditions. Using the above example maybe you could build Subspace Scanners if you had 1.) Level 3 sensors, and 2.) Long-Range Scanners/Sector Scanner. Having one of these would tell you in the Engineering options what else you need to build Subspace Scanners.
There could be some nice engineering combinations for level 7+ engines. Augments that you think would require a lot of power.
I feel like being able to engineer a radiation projector if you have an Anti-Bio beam would be cool too.
EDIT 1: By the way Sleeper. I thought if you actually finish the Lanius Station could you maybe put it in the Captain's Edition now?!!! You could put it in a Hazard Sector, Uncharted Nebula, or AI sector and fill it with AI Holograms or nothing. (The guardians of the hibernating Lanius).



Event text could say "In this unexplored sector of the galaxy you stumble across a huge and menacing station. It appears to be automated and manned by an AI crew. Did they build this station? It's possible, but it looks strangely... Alien." Or something like that...
EDIT 2: Also, i got an idea for another AI ship. Thinking about that Lanius I wondered "Why the heck are there beacons in Uncharted Nebulas and Hazard Sectors anyway?" Well bviously an automated AI ship is placing beacons throughout the galaxy.

This automated ship would appear only in Uncharted Nebulas, Hazard Sectors, and unexplored sectors of the galaxy. Maybe it could also be a really resilient AI "Station." Rather than a ship.
kartoFlane's Auto-Cruiser comes to mind.

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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
The beacon layer would need to be a big, juggernautic automated ship, with most of its internal space occupied with the machinery necessary for it to perform FTL travel without beacons. Still, I really like the idea of getting Adv. FTL NAvigation from it.
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Mr. Mister wrote:The beacon layer would need to be a big, juggernautic automated ship, with most of its internal space occupied with the machinery necessary for it to perform FTL travel without beacons. Still, I really like the idea of getting Adv. FTL NAvigation from it.
I present to you kartoFlane's Auto-Cruiser...
viewtopic.php?f=11&t=17131
- Estel
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Sleeper Service wrote:This might as well be the last update of main CE before AE. I want to start working on things that I already can do now, to make the transition as smooth as possible. Started spriting a Lanius station from the different ships on the reveal poster for example.
Nice to hear, but aren't you afraid that upon seeing actual gibs *after* release, you may decide that you need to re-do that work, anyway? One would think that in-game material will be always better than some poster. Well, whatever you do, I think we're going to be very happy about results, anyway

As for this beacon layer in uncharted sectors, I think it's great idea. Although, I'm not sure if auto-cruiser will be usable, for same reasons that made other player ships unusable (too big to fit in target window). Also, obvious candidate for augment to get from that ship is, IMO, "Beacon Access Kit"

Cheers,
/Estel
- Estel
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
On a different note - something that I wanted to request looong time ago, but always forget to do so:
Sleeper, could you considering assimilating "corpses" mod into main CE? I know it's very low-priority thing, but would fit nicely - especially, that CE already have many event texts where "we barely avoid breach, as rock crew-member got propelled toward our ship", or we see other races sucked into space, as enemy's ship is torn to pieces.
Considering the above, and fact that "corpses" doesn't seem to be maintained anymore (it isn't working with CE since maaany versions), it would be small, elegant addition, that seems to involve minimal work to make compatible + incorporated (for someone who knows FTL modding as good as you) - and ~0 work to keep it working at later time, if it's going to be a part of CE.
Cheers,
/Estel
Sleeper, could you considering assimilating "corpses" mod into main CE? I know it's very low-priority thing, but would fit nicely - especially, that CE already have many event texts where "we barely avoid breach, as rock crew-member got propelled toward our ship", or we see other races sucked into space, as enemy's ship is torn to pieces.
Considering the above, and fact that "corpses" doesn't seem to be maintained anymore (it isn't working with CE since maaany versions), it would be small, elegant addition, that seems to involve minimal work to make compatible + incorporated (for someone who knows FTL modding as good as you) - and ~0 work to keep it working at later time, if it's going to be a part of CE.
Cheers,
/Estel
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
The auto station does seem like it could be shrunken down a bit unlike some of the other humongous custom ships though. It could probably be pretty easily edited to fit. At least that Auto-Cruiser is proof of concept.
The "Beacon Access Kit" is also a very good augment to get from that. I forgot about that Augment. Perhaps you could get a choice of a few beacon related augments because the Auto-Ship was directly connected to the beacon network's mainframe.
The "Beacon Access Kit" is also a very good augment to get from that. I forgot about that Augment. Perhaps you could get a choice of a few beacon related augments because the Auto-Ship was directly connected to the beacon network's mainframe.