Page 16 of 658
Bug - Intro text
Posted: Wed Jul 24, 2013 10:43 pm
by Farcear
I love the mod, I would just like to report 2 bugs:
(i) Text glitch - The "tips" screen at the start of the game glitches if the help text has too many words. See:
http://imgur.com/a/7c61t#0
(ii) Crash - One of the "tips" screens crashes the game completely. I do not know which one because the crash happens before the screen loads. Just a straight crash to desktop.
Re: FTL Captains Edition 1.02
Posted: Wed Jul 24, 2013 11:21 pm
by Sleeper Service
Hm this is so weird. Does any one know what can cause this text glitches? I assume it has to do with Unicode characters, but I have no real idea how to fix that. I have rewritten some of the tips already, but the errors persist.
Thanks for the detailed report. I'm glad the startup crash is the only one that persists so fare.
Re: FTL Captains Edition 1.02
Posted: Wed Jul 24, 2013 11:45 pm
by kartoFlane
I think the theory that it is the text length that causes the glitch is true -- I just quickly checked the screenshots against the tip texts, and all of them were the ones with the longest text.
The longest one - about Elite Cruisers - was not mentioned, but I don't think I've ever seen it, either. It might be the cause of the crash, but I'm somehow rather inclined to believe it's a faulty starting event -- simply due to the fact that excessive text length already manifests itself in the form of the glitch.
Re: FTL Captains Edition 1.0
Posted: Thu Jul 25, 2013 1:38 am
by Estel
Nevill wrote:
I believe upping the power requirements to the number of rockets fired and getting rid of special effects (they are applied separately on every hit, and mess up the targeted system beyond repair) would make salvo missiles more in line with other weapons. Getting past the defense drones is a good enough ability on its own.
Agreed. This way, we could even say "it's not a bug, it's a feature"

(about confusing defense drones, due to 4x salvo). Seriously, it could even end up in weapon description "have high probability of confusing defense drones and getting past them".
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Another bunch of bug reports - to get big version of every image, just click it:
1. Elite corvette is great idea, I really like fights with them. Still, they seem to have miss-placed weapon:
2. That isn't what I would call "clever ship design" from the Federation side - healing unit in federation miner doesn't have doors. At all:
It doesn't look like it was intended (symmetric chamber on the other side of ship have doors), and even if, why they would place healing unit, there?
3. One of event texts during Last Stand phase have minor typo. Underlined text should be "the", not "he":
4. Doors, again - this time it's about laser barge. Poor little guy inside - my sinister inner side just couldn't resist bomb-igniting him
5. And candidate for "the least important bug in the world", edition 2013 - image of cruisers spawned in the picture (there are many more, under text-box) are quite contradictory to what event text implies:

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Hope it helps

during many playthroughs, I haven't encountered any playthrough-breaking bug, which indicates you've really did a great job with hunting them!
/Estel
Re: FTL Captains Edition 1.02
Posted: Thu Jul 25, 2013 9:31 am
by Sleeper Service
Thanks for your report!
Estel wrote:5. And candidate for "the least important bug in the world", edition 2013 - image of cruisers spawned in the picture (there are many more, under text-box) are quite contradictory to what event text implies:
Image
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I found that quite amusing. Maybe engagements with ten or less cruisers are not considered "hostilities" under general system law? I'll take care of that.
The barge was intended to have their door system unaccessible, but there shouldn't be anyone spawning there. I will look into that. The Miner should indeed have a door there. No wonder the Federation is loosing the war.
Estel wrote:Hope it helps

during many playthroughs, I haven't encountered any playthrough-breaking bug, which indicates you've really did a great job with hunting them!
I'm so glad it's stable now. KartoFlane has to get the credit for that. Without his help I would never have found all this errors.
Re: FTL Captains Edition 1.02
Posted: Mon Jul 29, 2013 9:23 pm
by Rworqx
He if this guy made this mod make a tutorial to do modding stuff that should be friggen awesome
Re: FTL Captains Edition 1.02
Posted: Mon Jul 29, 2013 10:38 pm
by Sleeper Service
I considered that a few times but I'm not sure what kind tutorials are really in demand. I feel like a lot of stuff has already been covered (there is tutorial section in the
Master Mod List).
I did write some stuff about editing weapons
here though and
the whole thread is full of useful infos on weapon creation anyway. I also gave a quick run-down on drone editing
here.

Re: FTL Captains Edition 1.02
Posted: Wed Jul 31, 2013 1:37 am
by derehannah12
Help! The It shows as a compressed folder instead of a ftl file! What do I do?
Re: FTL Captains Edition 1.02
Posted: Wed Jul 31, 2013 2:15 am
by videogameguy54
Question: Do I have to unlock all ships beforehand to play this mod to it's full potential.
i.e. All ships won't be unlocked by using this and I can got though the game with this and still have a challenge.
Re: FTL Captains Edition 0.95 [open beta]
Posted: Wed Jul 31, 2013 2:58 am
by Discordwolf
Sleeper Service wrote:speedoflight wrote:Nice. Is this the same mod as the space stations alone?? if yes, could you just make a ftl version only with the space stations?? since i already am experimenting with my own events and i already have a seriosluy weapon modded content, i will be only interested in the new enemies..
Hm all right, I will see what I can do. But there is no way to really implement the stations without creating new events for them, as vanilla events wouldn't fit them at all. I merged my mods into a compilation so I don't have to support and update three or five different mods in the end, but I can see how that isn't perfect for everyone.
Torchwood202 wrote:I hope for new events?
As said, right now the stations all have unique events to spawn them, all with textlists that contain three to ten flavour texts. Some neutral events have been added as well and there are three new quests. I really want to do much more new events, but making them work and testing them is really annoying (all this hours

). There might be more in the future. First I want to be sure that this is running stable as it is.
Hello I posting here to let you know that your mod will be streamed live on twitch TV at 7pm est on 7/31/13 the streamers name is Pandatron76 at
http://www.twitch.tv/pandatron76 and would really like it if you stopped by to get input from you and to give you some... We hope we will see you in the stream...
PS- We are really enjoying your mod