Re: FTL Captains Edition 1.02 [stable]
Posted: Fri Aug 09, 2013 11:54 am
It is possible to change the number of sectors like the Infinite Space mod does.
Official Forum for FTL: Faster Than Light and Into the Breach
https://subsetgames.com/forum/
Infinite Space has partial compatibility(High-res version has at least syntax errors(checked with GMM), but the other version is playable). Also, i don't recommend going against the second sector's second boss(the one you find after defeating the sector's welcoming party), even with an OP ship.Estel wrote:Infinite space does it by repeating "hidden sector" over and over (+ other tweaks). While I would *love* to see "Infinite Space" incorporated into CE as *alternative* game mode (so you could choose if you want to play "vanilla" or infinite-space style - i don't care if it would be fancy menu button, or just by changing activated files in mod manager), I'm not sure if Sleeper is interested in incorporating Yet Another Big Mod (tm) into CE horsepower.
Pity, as "Infinite Space" is looking more and more like totally abandoned mod (no compatibility with latest FTL patch for months), but c'mon, Sleeper isn't omnipotent/omnipresent, I'm sure CE itself requires quite amount of free time to maintain
/Estel
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Better Planets and Backgrounds_v1.3
better_asteroids
corpses v1
The Vindicator
FTL Captains Edition v 1.0
I think I have the latest. How do I check for sure? The only mods I am using are no fleet and this mod.Estel wrote:I don't have such issues with Mantis B, using latest FTL, and following list of mods (loaded in following order):
Considering, that no one ever reported such weird problem in any setup, I would tend to blame your setup. Are you sure, that you're using latest FTL patch?
Have you tried to run it without "no fleet"? CE changes many things re fleets (i.e. you may encounter cruisers and battleships - defeating them stop rebel pursuit for few rounds), so you're not only crippling your experience, but may also be using conflicting things.Estradus wrote:Estel wrote:The only mods I am using are no fleet
I could probably try to do it without significantly damaging IS's functionality, if I could even read your XMLs.Sleeper Service wrote:I had a look on how infinite space does stuff and integrating CE into that would indeed be a lot of work. I also like CE to remain an expansion of vanilla that leaves core elements intact. The idea of an infinite FTL game experience is certainly cool. And the way the mod does it is pretty smart, concerning the limits that are imposed on modding FTL. But right now infinite gameplay can't be done without cutting a lot of the vanilla game out, which would also take away a lot of stuff from CE. If the mod is still active I would definitely give my approval of integrating CE elements into it (BA, TB, BS...). But I don't feel like I want to work on that myself.