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

Distribute and discuss mods that are functional. Moderator - Grognak
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.268/Inf 1.267/EL 1.266

Post by Sleeper Service »

Russian Rockman wrote:His vandalism was quite creative though,
Hmmm, Cheese Beams...
Mr. Mister wrote:It would indeed be smart to change the artillery disclaimer to, say, "If you save and quit, you'll need to load the mod at goo.gl/BE02it in order to reload that save (you can disable it before a new game)".
Alright, I'll do that if you send me a screenshot showing wording that telegraphs all this information and also fits the item card. ;)
Russian Rockman wrote:The Stealth Cruiser Type B still has Advanced Proximity Navigation.
That annoyed me so much that I fixed it in a silent update of 1.269.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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R4V3-0N
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Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by R4V3-0N »

what is this talk off vandalism? it sounds funnier each time it's brought up
R4V3-0N, a dreamer.
PiratedChaos
Posts: 40
Joined: Sat Nov 01, 2014 4:04 pm

Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by PiratedChaos »

Captain's Edition is just really Freakin' hard, + the fact of the Random Flagship. The layout of the flagship was like in vanilla, but it had a really strong hull laser and fire beam. I died, and 2 seconds later the flagship died, which counted as a win for me as it took me to the credits. I lost like 3 crew on the final boss and all that was left was a Engi, a Rockman, and a Mantis.
Won on Hard: All ships! :D
Won on CE Hard: Kestrel A, Engi C, Federation B, Zoltan C, Slug A, Rock B
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slowriderxcorps
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Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by slowriderxcorps »

You have no idea how good it is to have an Error Checker program that is actually working on this makeshift rig now. Major props to Karto with the new experimental build of it: it's not only working, but it's a hell of a lot faster with actually processing the files, which comes in extremely handy trying to iron out oddities within CE and other TCs.

Regardless, despite the fact that there's going to probably be a month-long lull in updates for CE, I thought I'd drop by with a few little things that are broken, all with the Trade system. There's a list titled TE_ AUGMENTS_TRADEGOODS in blueprints, and the Zoltan Codex is misnamed with a K instead of a C. The Plastic Items trade good is mis tagged in the trade options in events as TE_GOODS_POLYMERS, it should be TE_GOODS_LANIUS_POLYMERS. By far the biggest one though is the Station-grown Vegetables, which is mislabelled as TE_GOODS_PRODUCE in every single event file, it needs to be TE_GOODS_VEGETABLES.
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Russian Rockman
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Re: FTL Captain's Edition 1.268/Inf 1.267/EL 1.266

Post by Russian Rockman »

Nice finds there slowrider. I would also like to thank karto for updating the Error Checker.
Sleeper Service wrote:
Mr. Mister wrote:It would indeed be smart to change the artillery disclaimer to, say, "If you save and quit, you'll need to load the mod at goo.gl/BE02it in order to reload that save (you can disable it before a new game)".
Alright, I'll do that if you send me a screenshot showing wording that telegraphs all this information and also fits the item card. ;)
You could just say something like "Warning: You must install the artillery crash fix mod after buying artillery to reload your game if you Save + Quit."
Last edited by Russian Rockman on Sun Dec 28, 2014 3:02 am, edited 2 times in total.
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NarnKar
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Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by NarnKar »

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It's spelled simulation, with one M.
oesis
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Joined: Sat May 10, 2014 12:49 am

Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by oesis »

I'm having trouble getting captains mode to work. Specifically it crashes when I use EL texture pack 1.266. As well I am using slipstream 1.6.

I am only using base captains + endless loot. Specifically here are my mods and order.
CE resource pack 1.268
ftl captains edition 1.268
CE bpab capability path 1.0
el texture patch 1.266
enldess loot for standard ce standard edition 1.266

The game runs as long as I don't include el texture pack but will run otherwise. But without it I notice graphics for weapons ext. are missing.

Any idea whats wrong?
Russian Rockman
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Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by Russian Rockman »

oesis wrote:I'm having trouble getting captains mode to work. Specifically it crashes when I use EL texture pack 1.266. As well I am using slipstream 1.6.

Any idea whats wrong?
Read my first post on page 477, it may help you fix your problem. Also, maybe you just left it out, but if you are using the BPAB Compatibility patch you should be using BPAB, which should also be installed first.

@Sleeper, maybe you need to move that part up a bit on the troubleshooting section. ;)
oesis
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Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by oesis »

It worked thanks, also the reason I was using the compatibility mod without bpab is the main page seemed to imply ce used some bpab by default, but I guese i was mistaken.
Yholl
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Re: FTL Captain's Edition 1.269/Inf 1.267/EL 1.266

Post by Yholl »

Alrighty, new to the forums, hi there!

I've been gradually working my way into FTL, slowly going from normal to Advanced Edition, to Captain's Edition, and then finally to CE Infinite, and it's been a hell of a blast, thanks for the fantastic mod! My productivity has gone down the drain, but whatever, heh.

Unfortunately, in my last Infinite run, I've come across a gamecrashing bug of a most infuriating kind; a location that crashes when you jump to it, and it's the only route through the sector. Such is my luck.
I'm hoping I can provide enough information to help solve it, but I'm not that familiar with the inner workings of the game; if you need more information, just tell me what to do to get it and I will. Click on a picture for fullscreen.
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The selected area is the crash location, jumping there causes the game to lockup as soon as my ship disappears, although sound continues. I thiiiiink this is a nebula sector, although I'm not sure, like 80% sure it is.

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My system levels and equipment. My augments are a Mapping Computer, Drone Recovery Arm and Engi Nano Medibots.

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Here's my load order, if I did something stupid.

Any help would be appreciated, even just a way to extricate myself from this unavoidable doomsday location would mean the world to me. I'm really enjoying this run, rather not see it go to waste.
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