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

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stylesrj
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by stylesrj »

I think there may be some issues with ship generation with Infinite Space. It's happened in a few places before but this one stands out the most.

Either these Rebels have a speech impediment or the Slugs have mind-controlled a Rebel ship into fighting me. Or the Slugs have manipulated my mind so that while it's a Slug ship, all I see is Rebels.

Image

The event is the one where the Slug offers to cut off a system of your choosing. And considering what most of my crew is, the choice was obvious.
Russian Rockman
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by Russian Rockman »

stylesrj wrote:Or the Slugs have manipulated my mind so that while it's a Slug ship, all I see is Rebels.
Anyone else get any event ideas from this? ;)
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Sleeper Service
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by Sleeper Service »

FreakinZombie wrote:Hi Sleeper. Did you happen to see my post on page 416? Hope I'm not being annoying, but I just had a feeling you missed it since you didn't respond and it was quite a large post. ;)
Sorry, I indeed overlooked that one.
FreakinZombie wrote:First, when an enemy used a combat augment here to disable my weapon system (just the first bar), and then my weapon system took actual damage, it only showed as having one power bar disabled, even though what was really happening was that one of my weapon bars was hacked, and one was damaged. As you can see in the image, it shows I should be able to activate my two power weapon, but I can't. I'm not sure if you can fix this though, but I figured it would be worth posting if someone else hasn't already. I also have a few graphical mods installed as well, so they might be to blame instead.
The game does not show you this, but the enemy weapon jamming will actually affect any weapon that are still active. So its not like usual ionization, its a lot more like your base amount of system power gets lowered permanently. If you take damage then you loose further more power. This is how the game handles this, I can't change it.
FreakinZombie wrote:I'm not sure what the deal was here. The weapon only has 1 shot per charge...
It will still fire in a regular burst, but the description does not show it.
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stylesrj
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by stylesrj »

Russian Rockman wrote: Anyone else get any event ideas from this? ;)
Zoltan Ship Quest comes to mind. It's either a Rebel ship or the Zoltans tricking you with their philosophy about peace.

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Oh fun fact - don't mod Artillery to level 5. Ever. The Flagship's guns count as Artillery so they'll be at Level 5/6 if you allow Artillery to go that high. And it's not fun to have constant beams smash into your ship, followed by a barrage of missiles, ion and lasers every few seconds. Might as well lower your shields and power down your weapons and let them kill you :D

I thought it was some sort of horrible bug from CE Infinite or a challenge (take the weapons out quickly or they'll Chain to 1 second), but it turns out I was stupid enough to think Level 5 Artillery would be awesome to have on my ship without thinking if the Flagship would have it too.
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NarnKar
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by NarnKar »

Why do you load the CE Resource Pack before you load the actual Captain's Edition mod? Is it to save memory, or something? Can the same be done for Endless Loot?
FreakinZombie
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by FreakinZombie »

Sleeper Service wrote:
FreakinZombie wrote:Hi Sleeper. Did you happen to see my post on page 416? Hope I'm not being annoying, but I just had a feeling you missed it since you didn't respond and it was quite a large post. ;)
Sorry, I indeed overlooked that one.
No worries. Thanks for the response. I will keep an eye out for bugs and typos and such in the future (although, with each update, they are harder and harder to find). I'd like to help support the mod any way that I can!
I do Let's Plays for FTL: Captain's Edition and some other mods as well. If you're interested: https://www.youtube.com/playlist?list=P ... 94Z-L1TDrq
Justicescooby
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by Justicescooby »

This sadly doesn't work for me. My load list matches the example one entirely (except it only has the one Endless loot, and it has the Expanded Enemy window 1st in the line up, Better planets second, and better asteroids (part of better planets) third. It all works fine until I get to endless loot, which just doesn't load. It gets stuck on Installing mod "CE Endless Loot Addon for CE Infinite 1.242.ftl"... until I force close it. Does anyone know a fix for this? :cry: This looks like a very impressive mod and I really would like to try it.
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Sleeper Service
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by Sleeper Service »

I recommend you read through the troubleshooting section at the beginning of this thread.

FreakinZombie wrote:No worries. Thanks for the response. I will keep an eye out for bugs and typos and such in the future (although, with each update, they are harder and harder to find). I'd like to help support the mod any way that I can!
Thanks. :) Your support as well as the support you other people have given is most appreciated. CE would not be where it is without feedback and bug reports.
NarnKar wrote:Why do you load the CE Resource Pack before you load the actual Captain's Edition mod? Is it to save memory, or something? Can the same be done for Endless Loot?
Where the CE Resource Pack is located in relation to Captains edition does not matter, I just had to put it somewhere in the list.
stylesrj wrote:Oh fun fact - don't mod Artillery to level 5. Ever. The Flagship's guns count as Artillery so they'll be at Level 5/6 if you allow Artillery to go that high.
Nah, enemies max systems are defined by their specific ship blueprint, not by the overall system cap, so a higher artillery cap would not matter for the flagship. I left artillery as it is mostly cause all the new player artillery is already balanced for capping out at four bars.
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stylesrj
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by stylesrj »

Sleeper Service wrote:Nah, enemies max systems are defined by their specific ship blueprint, not by the overall system cap, so a higher artillery cap would not matter for the flagship. I left artillery as it is mostly cause all the new player artillery is already balanced for capping out at four bars.
So there's a random chance the Flagship's weapons chain to one second when playing a game?

Because that's what happened to me. I got my butt kicked in Phase 1 because missiles, lasers, beams and ions would be firing rapidly with no chance of blocking them.

Then when I reduced artillery back to default levels for my next game, the Flagship was difficult (holy crap! Defence drone in Phase 3!? My Vulcan cannot match that!) but still beatable.

By the way, nice job with the Flagship. Phase 3 really gets crazy when the last guy dies. I wish didn't cheat with the Level 5 Hacking to the Missiles though... (although it wasn't much cheating when I ended with only 1HP left! Knew that cruiser before the Flagship was a waste of effort to fight!) but seriously, all sorts of crazy went down in a fun, yet satisfying end, complete with Swedish rock.
Russian Rockman
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Re: FTL Captain's Edition 1.243a/Inf 1.242/EL 1.242

Post by Russian Rockman »

Well I think I found a pretty big bug...

Just watch the last minute of this video. It's pretty hilarious. :lol:
https://www.youtube.com/watch?v=m4T2vPSEpO8
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