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
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.056

Postby Sleeper Service » Sat Sep 28, 2013 8:24 pm

Ok there you go:

1.056
-A few cut events re-added to the game
-Traitor event now lets you fight your real own crewmen
-Human crew members now have many many, very uninteresting things to say
-Some sound adjustments, global missile sounds changed
-Civilian Infiltrators got their civ paint-job back. Union Shipyards is apologizing for constantly messing things up, no refund though.
-High tier beam weapons rebalanced
-Healing Burst changed into Healing Cluster Burst
-Ion Cluster Bomb projectile graphic fixed
-Simurgh Missiles weapon graphic reworked to distinguish it more from the real swarm launchers
-Peryton and Cockatrice weapon graphic from sM Polish Kit integrated
-Auto Drone-Harbour hullpoints lowered
-Correct drone list for the Repair Station assigned
-Pernach Beam price lowered
-Stray power and buffer systems in the player ship addon fixed

Thanks again for all your support and bug reports!
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NewAgeOfPower
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Re: FTL Captain's Edition 1.056

Postby NewAgeOfPower » Sun Sep 29, 2013 10:28 pm

I'd like to make my upcoming mod CE-compatible- need instructions.
The Captain
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Re: FTL Captain's Edition 1.056

Postby The Captain » Sun Sep 29, 2013 10:41 pm

I've had two crashes against the Mantis Teleporter Barge (in previous version 1.055e). I think it happened when I was about to teleport over. The first time I saw this ship, I found it odd that the Mantises were in their teleporter, but didn't beam over, so I was going to beam over my boarders. The second time was in a nebula, so I don't know what was going on. Again they didn't board me. I fired some shots, then tried to beam over, crash.
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Sleeper Service
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Re: FTL Captain's Edition 1.056

Postby Sleeper Service » Sun Sep 29, 2013 11:05 pm

The teleporter barge is completely redone from scratch. It should work not but please report if the crashes while fighting it persist.

NewAgeOfPower wrote:I'd like to make my upcoming mod CE-compatible- need instructions.


Just follow your dreams. Don't let anyone tell you what to do. Instructions suck.
:D :roll:
OK but It would be helpfull to know what the mod is about. Are you talking about the Captured Concordiat Engineering Vessel mod? Looks promising for sure. Maybe PM me with the details?

Compatibility should be more or less assured if you don't modify any vanilla enemy-, weapons- or drone-lists as well as any sector data and vanilla events that have been modified by CE (Fleetevents, most distress, most things that offer blue options).
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NewAgeOfPower
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Re: FTL Captain's Edition 1.056

Postby NewAgeOfPower » Mon Sep 30, 2013 1:26 am

I'm adding quite a few weapons and drones, but they are practically all player-based.
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Sleeper Service
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Re: FTL Captain's Edition 1.056

Postby Sleeper Service » Mon Sep 30, 2013 1:29 am

Shouldn’t cause any trouble.
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NewAgeOfPower
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Re: FTL Captain's Edition 1.056

Postby NewAgeOfPower » Mon Sep 30, 2013 1:31 am

Oh wait, there will be an event mod (for the beginning of the game), but that's not being released until the second or third release.
abyssion425
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Re: FTL Captain's Edition 1.056

Postby abyssion425 » Mon Sep 30, 2013 5:15 am

regarding about the mantis teleporter barge, the mantises in there, all of them were stationary while walking in place and computer monitors were everywhere. I don't have a picture for it unfortunately...
Zandorum
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Re: FTL Captain's Edition 1.056

Postby Zandorum » Mon Sep 30, 2013 6:12 am

Red = Dislike
Yellow = Unsure
Green = Like

-A few cut events re-added to the game
-Traitor event now lets you fight your real own crewmen
-Human crew members now have many many, very uninteresting things to say
-Some sound adjustments, global missile sounds changed
-Civilian Infiltrators got their civ paint-job back. Union Shipyards is apologizing for constantly messing things up, no refund though.
-High tier beam weapons rebalanced
-Healing Burst changed into Healing Cluster Burst
-Ion Cluster Bomb projectile graphic fixed
-Simurgh Missiles weapon graphic reworked to distinguish it more from the real swarm launchers
-Peryton and Cockatrice weapon graphic from sM Polish Kit integrated
-Auto Drone-Harbour hullpoints lowered
-Correct drone list for the Repair Station assigned
-Pernach Beam price lowered
-Stray power and buffer systems in the player ship addon fixed


I had an Idea and I made a sprite for it:
There would be a random event where you find some kind of shielded rock (it is shown in the ship) you cant enter a fight with it but you can if you have an Engi or Zoltan retrieve it and get either the Regenerative Crystal Augment OR a Random Crystal Weapon. It would be named "Crystal Core" (The ship when you find it).
Image
dalolorn
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Re: FTL Captain's Edition 1.056

Postby dalolorn » Mon Sep 30, 2013 9:46 am

NewAgeOfPower wrote:Oh wait, there will be an event mod (for the beginning of the game), but that's not being released until the second or third release.


Some of SMM's newer functions might be helpful in adjusting CE-modified vanilla events. However, without making CE a dependency of your mod, you cannot do the same for events that are unique to CE.

If you did want to make it a dependency, you could technically use said functions to edit anything in CE as you saw fit, without having to use a copy of a certain version of CE.