FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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- Posts: 35
- Joined: Wed Apr 30, 2014 5:54 am
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
I would totally love a Augment called FTL Stabilizer or something that completely negates the damage. It would be worth a ton for making those options useable. Though I haven't updated yet, so I don't know what you did with the Titanium System Casing.
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- Posts: 16
- Joined: Sat Jun 07, 2014 5:31 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
Another great update! thanks to all involved for taking to the time!
Is there any chance the original creators could formalize "Advanced Captains Edition" (for standard, w/ EL : P) as the next official expansion?
Can't imagine the game without CE, EL, Expanded window, Better Backgrounds
Is there any chance the original creators could formalize "Advanced Captains Edition" (for standard, w/ EL : P) as the next official expansion?
Can't imagine the game without CE, EL, Expanded window, Better Backgrounds
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- Posts: 101
- Joined: Sat Jun 21, 2014 8:42 am
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
Personally I hope not! My computer can barely run with Better Backgrounds on, and Endless Loot uses all its power, to the point I can't play with it. If they find out a way to make the mods smaller in size, then I'll be all for it, but otherwise please no ;;
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- Posts: 20
- Joined: Thu Apr 24, 2014 10:52 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
So I found this bug.
http://i.imgur.com/SmtMsS1.png?2
The Engi in that Oxygen room over there can't leave it's room, nor can I enter that room; it's like it's separated from the ship!
Although, I did enjoy training the less apt of my crew in combat by scrapping the entire harbor as that Engi watched helplessly from it's oxy-prison room.
http://i.imgur.com/SmtMsS1.png?2
The Engi in that Oxygen room over there can't leave it's room, nor can I enter that room; it's like it's separated from the ship!

Although, I did enjoy training the less apt of my crew in combat by scrapping the entire harbor as that Engi watched helplessly from it's oxy-prison room.
- ahmedoo
- Posts: 95
- Joined: Thu Feb 06, 2014 2:38 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
Few bugs:
1. Error in text (should be "your"):
http://zapodaj.net/16a656448ef0e.bmp.html
2. Missing weapon description for Repair Blast or only Assault Repair Blast (shows something like: "cannot find file bla_bla_bla". Picture of the weapon is below unfortunately without showing the missing description
http://zapodaj.net/b9b659f58deb8.bmp.html
3. Space stations without engines which try to escape of course without an effect. Is that intended? Here are some examples:
http://zapodaj.net/dfecac8925c38.bmp.html
http://zapodaj.net/efeb1a1835685.bmp.html
http://zapodaj.net/0d22c16c15ee0.bmp.html
And by the way, now the hyperspace travel is much better after polishing. Well done.
1. Error in text (should be "your"):
http://zapodaj.net/16a656448ef0e.bmp.html
2. Missing weapon description for Repair Blast or only Assault Repair Blast (shows something like: "cannot find file bla_bla_bla". Picture of the weapon is below unfortunately without showing the missing description
http://zapodaj.net/b9b659f58deb8.bmp.html
3. Space stations without engines which try to escape of course without an effect. Is that intended? Here are some examples:
http://zapodaj.net/dfecac8925c38.bmp.html
http://zapodaj.net/efeb1a1835685.bmp.html
http://zapodaj.net/0d22c16c15ee0.bmp.html
And by the way, now the hyperspace travel is much better after polishing. Well done.
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- Posts: 197
- Joined: Thu Apr 24, 2014 9:46 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
ahmedoo wrote:3. Space stations without engines which try to escape of course without an effect. Is that intended?
Oh, the stupidity of CE. I could write a book on the stupid things I've seen in it.
Back from the dead. After a two year hiatus.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
Any enemy will attempt to flee if you are are out of fuel when jumping to the fight. That is a hardcoded stalemate prevention thing and there is no way for me to remove that (Don't know what happened with the Slug station there, that is not intended obviously but I don't know what caused that).
Moding does a lot of stuff that the game is not designed for and in this case this causes some inconsistency. Although a pretty minor one IMO, it does not occur too often and does not cause any game breaking problems. As I can't remove this I just left it in and accepted this inconsistency/glitch behavior, as I found the addition of stations overall to be more interesting and worthwhile. You can call that stupid or whatever, but as it stands this is where modding is at and no one forces you to use CE anyway. If you have any suggestions how to fix this and the numerous other things you deem stupid then I'm happy to listen, although I'm pretty sure this specific thing can't be fixed at all.
META_mahn wrote:Oh, the stupidity of CE. I could write a book on the stupid things I've seen in it.
Moding does a lot of stuff that the game is not designed for and in this case this causes some inconsistency. Although a pretty minor one IMO, it does not occur too often and does not cause any game breaking problems. As I can't remove this I just left it in and accepted this inconsistency/glitch behavior, as I found the addition of stations overall to be more interesting and worthwhile. You can call that stupid or whatever, but as it stands this is where modding is at and no one forces you to use CE anyway. If you have any suggestions how to fix this and the numerous other things you deem stupid then I'm happy to listen, although I'm pretty sure this specific thing can't be fixed at all.
Last edited by Sleeper Service on Sun Jul 20, 2014 10:16 am, edited 1 time in total.
- ahmedoo
- Posts: 95
- Joined: Thu Feb 06, 2014 2:38 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
Sleeper Service wrote:As I can't remove this I just left it in and accepted this inconsistency/glitch behavior, as I found the addition of stations overall to be more interesting and worthwhile. You can call that stupid or whatever, but as it stands this is where modding is at and no one forces you to use CE anyway.
Everything is fine for me. The funny thing was when I automatically searched the engines to destroy them and after a moment I thought: "There are no engines, they can't run away. Ha ha ha, die and give me fuel!". But as you said this is in fact a minor bug which don't make CE unplayable. Thanks god!
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- Posts: 5
- Joined: Sun Jul 20, 2014 2:01 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
Awesome Work
I enjoyed playing this mod!
I just have one humble request (if you have spare time you can think about it): there are 2 features that i find immersion breaking. As a result i want an option to disable them
1. The artillery systems because you can't save. One could ignore them but they would fill up a store slot from time to time which could contain another system.
2. The Trade Extension because you have to manually sell the goods. (one could also change them so that you can sell them for money the usual way but it is more expensive to buy them via dialogue. When at a station you can use them in dialogue to make trade deals to get small scrap rewards but you dont loose them because you didn't trade all of it. This would be lots of work though. Removing it would be work aswell because some ships start with augments that relate to Trade Extensions)
Generally speaking, a system to disable and enable the submudules of the mod would be great but for me only these 2 subaddons are proplematic as the remaining are great!
Could you make an option to disable them? especially the artillery...
I enjoyed playing this mod!
I just have one humble request (if you have spare time you can think about it): there are 2 features that i find immersion breaking. As a result i want an option to disable them
1. The artillery systems because you can't save. One could ignore them but they would fill up a store slot from time to time which could contain another system.
2. The Trade Extension because you have to manually sell the goods. (one could also change them so that you can sell them for money the usual way but it is more expensive to buy them via dialogue. When at a station you can use them in dialogue to make trade deals to get small scrap rewards but you dont loose them because you didn't trade all of it. This would be lots of work though. Removing it would be work aswell because some ships start with augments that relate to Trade Extensions)
Generally speaking, a system to disable and enable the submudules of the mod would be great but for me only these 2 subaddons are proplematic as the remaining are great!
Could you make an option to disable them? especially the artillery...
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.23/Inf 1.23/EL 1.23
The artillery is easy to remove so I just quickly cooked up a patch for that. The trade system is integrated deeply within the game so modularity is not an option there.
CE artillery remover patch.ftl
You'll have to put this this after CE, Infinite and EL for it to work.
CE artillery remover patch.ftl
You'll have to put this this after CE, Infinite and EL for it to work.