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

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NewAgeOfPower
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by NewAgeOfPower »

Okay. I figured it out. Inconsistent testing.

At first, I was running tests with a 25 reactor, 6 battery build. Then I swapped over to 31 reactor, no battery build. Then I ran the 31 reactor build with Zoltans...

I just tried again with 25 Reactor + Battery + Zoltans, no crash.

My apologies.
kartoFlane wrote:Or the limit could be 32, or 2^5, which is not as arbitrary a number as a round 30.

...aaaaand looks like I'm correct. Ship with 26 power bars (1 over the in-game limit) and level 3 battery crashes inside of ion storms when the battery is activated.

So 31 bars is safe, 32 crashes the game.
Perhaps the game checks for Reactor >25 + any auxilliary power source in Ion Storm = crash? In that case, Battery level 4, 5, or even 8 may be fine with 25 Reactor?
Russian Rockman
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by Russian Rockman »

No problem, if the battery was to cause a crash though it would happen upon activating the battery, not upon actually entering the storm like it does when you have 31 reactor power. But yeah, I think that would only happen with like a level 8 battery.
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stylesrj
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by stylesrj »

Perhaps the game checks for Reactor >25 + any auxilliary power source in Ion Storm = crash? In that case, Battery level 4, 5, or even 8 may be fine with 25 Reactor?
I recall it crashing in an ion storm when I had over 3 levels in the battery. Like as soon as I hit "b" the game closed to the desktop.
I couldn't try it again though because I bought an artillery system.

Other times it would crash after I activated an augment but only if the battery was at something like level 4 or 5 when activated. This would also mean that random flavour event which disables a bar of reactor power would cause the game to crash if you activate the battery.
katz
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by katz »

Thanks for your great work again.

Artillery save/quit is still broken? This is an FTL issue and not a CE one, right?

______

Second question: Has the fleet pursuit been changed? I skipped several updates and now I can't even do 2-3 jumps before the fleet reappears and I have to escape the system.
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Sleeper Service
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by Sleeper Service »

There seem to be a lot of unpredictable factors and contradicting test results concerning the battery crashes. Please report if you encounter problems when using three levels of battery power in ion storms. Battery might get reverted anyway just to be sure.
katz wrote:Artillery save/quit is still broken? This is an FTL issue and not a CE one, right?
CE did something the game was not designed for there, but we can't work around it nicely. Sorry, it is unlikely that the artillery save issue will be fixed at any point.
katz wrote:Second question: Has the fleet pursuit been changed? I skipped several updates and now I can't even do 2-3 jumps before the fleet reappears and I have to escape the system.
There is pointer to that problem in the troubleshooting section. Unless you travel with emergency fuel during hyper space events, then this is normal.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Russian Rockman
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by Russian Rockman »

katz wrote:Thanks for your great work again.

Artillery save/quit is still broken? This is an FTL issue and not a CE one, right?
Yes, it's been a while since the devs were informed of that. Matthew said he was focused on getting the vanilla bugs resolved before fixing any mod related issues. However, since it's been a long time without an update, it's not looking like this will ever get fixed. Maybe they are working on a new product already. :cry: :cry:
el Rago
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by el Rago »

Hi Sleeper

since you asked about the ion storm/extra power issues, I got myself something to report. I was fighting in a nebula when the conditons worsened and the ion storm sprang up. I was running a custom loadaout Nessasio with a 30 bar generator, 3 zoltans (although only 2 zoltans were providing power at that time) and a level one battery. The fight when well before and after the storm and destoyed the enemy while in the storm. As the fight was over, I press the battery and it crashed.

As I wanted to have more power and different hulls, I "potenzialized" a few ships (ussually the stealths). By trial an error I figured out that 30 was the max power I could muster, 31 crashed the game upon an ion storm wether by entering or by having it mid fight. although I think you guys figured this one out b4 me. The zoltans dont appear to influence this, but the issue is "hard power" be it reactor or battery
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NewAgeOfPower
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by NewAgeOfPower »

el Rago wrote: By trial an error I figured out that 30 was the max power I could muster, 31 crashed the game upon an ion storm wether by entering or by having it mid fight. although I think you guys figured this one out b4 me. The zoltans dont appear to influence this, but the issue is "hard power" be it reactor or battery
Then, Karto's experiment reaching 31 hard reactor power should have failed.

@_@
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stylesrj
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by stylesrj »

Funny story:
I once encountered an automated scout by a Class M star. I damaged it to a certain point and the ship decided it wanted to escape and the best way to do that was to head straight towards a nearby star...
So essentially nothing had actually happened when I chased after it, but still...

It certainly beats the one where it decides to flee to an asteroid belt after I smash the shields and helm. So the first rock destroys the fool :D

-------------------

As for the ion storm power thing (since it's the main topic), the only real thing I know about power bars is that if you have more than the limit and you activate something that takes even a single bar of power away, then the game crashes. Or if you use a high-level battery.

Because there's a solution to avoid ion storms - don't go to them. But you can't avoid those flavour texts that drain your reactor and it sort of limits the augments you can use as it takes power away.

EDIT:

Bug report:
I encountered a beacon where there was nothing but darkness (not the automated ship factory, the other beacon you normally get in automated sectors)... being curious, I had a look inside and found some scrap down a shaft. Then an automated cruiser attacked me.
Since I had two augments, my only choices were "Activate Teleport Scrambler" and "Activate Subspace Scanner Cloakbuster"

The ship had neither, so using either one would be a waste of power. But the problem was that I couldn't just choose "Fight the ship" I had to waste a bar of power to get into the fight.

EDIT 2:

Encountered this at the entrance beacon in the infinite depths of space

Image

However the pilot seems to be stuck in his room, unable to get out from there.

EDIT 3:

Just blew that ship up. Gibs seem to be off to the left side, and when it exploded, several big gibs vanished.
el Rago
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Re: FTL Captain's Edition 1.247/Inf 1.247/EL 1.247

Post by el Rago »

NewAgeOfPower wrote:Then, Karto's experiment reaching 31 hard reactor power should have failed.

@_@
that is strange then, something else was ammiss?

I could have sweared that it crashed with 31. Could be that I did not enough testing and as Karto said, the number is not a "round" number.

Nonetheless, I run my ships with 30 power. Once I finish my current run I will do another experiment to confirm Karto´s findings.
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