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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 10, 2014 7:11 pm
by stylesrj
another thing I found, the med bay keeps on healing (the effect) even after the health bar is full.
I noticed that too, but my ship had no oxygen at the time and I modded the Adaptive Gel Suits to be 100% effective. My Lanius didn't have the same problem.
But if it happens without those circumstances, could be a bug.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 10, 2014 7:53 pm
by el Rago
I think you are right
I had The Hand of Death installed, that has advanced respirators, that are basically a full strenght gel suit.
stupid of me...
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 10, 2014 9:42 pm
by Krazyguy75
stylesrj wrote:For Infinite Space, maybe add a level 4 to Sensors and Doors. Make them expensive but it does mean you don't need people manning them anymore.
Doesn't this glitch out the system if a person is in the respective rooms? It's not a big issue, but I thought it pretty much disables the systems.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Thu Sep 11, 2014 9:15 am
by stylesrj
Doesn't this glitch out the system if a person is in the respective rooms? It's not a big issue, but I thought it pretty much disables the systems.
I wouldn't know.
But if it does cause problems, don't station people there and you've got 2 more boarders available. Plus it means if the enemy teleports in there, your doors are not weakened by a level when your doorman goes to fight the enemies

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Thu Sep 11, 2014 12:17 pm
by ahmedoo
I've already had game crash, when I was playing Zoltan A and entered to 4th sector with name, which consisted of the word "factory". My mod order is following:
10 Better Planets and Backgrounds 1.3.1
11 Better Asteroids
20 Extra Names Mod 1.1
40 CE Resource Pack 1.246
41 FTL Captains Edition 1.248
42 CE BPaB Compatibility Patch 1.0
50 CE Additional Music Addon 1.243
60 EL Texture Pack 1.24
61 CE Endless Loot Addon for standard CE 1.247
70 CE Vanilla Player Ships Loadouts Addon 1.214b
80 Shiny! UI Overhaul 0.98 CE
81 Ain't Nobody Got Time For That Replacer
82 BetterShipColorNightmareEdition
83 Highres Shields 1.1
90 Random Flagship
On the board I had nothing special: 2 Zoltans, Human, default weapons, augments, default defense drone and hull drone with some prefix which started from r or b (bad prefix).
Game closed and when I restarted it and clicked continue it closed again.
I hope you will find out what was the problem.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Thu Sep 11, 2014 2:46 pm
by Krazyguy75
stylesrj wrote:Doesn't this glitch out the system if a person is in the respective rooms? It's not a big issue, but I thought it pretty much disables the systems.
I wouldn't know.
But if it does cause problems, don't station people there and you've got 2 more boarders available. Plus it means if the enemy teleports in there, your doors are not weakened by a level when your doorman goes to fight the enemies

While it does mean that, it also means that if attackers target those systems, you have to fight with the system down or simply asphyxiate the boarders (not possible with Lanius or AI). And doing so with doors in probably the one of the most risky moves you could make.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Thu Sep 11, 2014 7:09 pm
by stylesrj
While it does mean that, it also means that if attackers target those systems, you have to fight with the system down or simply asphyxiate the boarders (not possible with Lanius or AI). And doing so with doors in probably the one of the most risky moves you could make.
That's why you then send people in to fight off the boarders in the door room to prevent it from getting destroyed. Then you move them out to fight boarders elsewhere instead of keeping them in there. Level 4 means that they'll always be maximised so you don't need to send someone in there to reinforce the barricades - they can be used to help fight the intruders off once all the air-breathers are dead and you have just the Lanius and AIs left.
Level 4 sensors also means you can see where the enemy is putting their power and how far along repairs are going.
I'm just suggesting these options for CE: Infinite and I'm also saying they should be very expensive (like 800 scrap expensive)
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Thu Sep 11, 2014 11:19 pm
by Sleeper Service
If lvl 4 doors and sensors glitch out when manned then I won't put them in. There is already enough half-broken stuff in the mod.
ahmedoo wrote:I've already had game crash, when I was playing Zoltan A and entered to 4th sector with name, which consisted of the word "factory".
Thanks a lot for bringing this to attention, I introduced a rather glaring crash cause by not making certain changes to the additional music addon. That should be fixed now. If you install the current version of the addon your continue save might still work. Sorry for the inconvenience. Everyone should make sure to use the current version of the addon to avoid the crash in question.
CE Additional Music Addon 1.248
- Fixed a crash when traveling to auto sectors.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Fri Sep 12, 2014 7:01 am
by Krazyguy75
stylesrj wrote:That's why you then send people in to fight off the boarders in the door room to prevent it from getting destroyed. Then you move them out to fight boarders elsewhere instead of keeping them in there. Level 4 means that they'll always be maximised so you don't need to send someone in there to reinforce the barricades - they can be used to help fight the intruders off once all the air-breathers are dead and you have just the Lanius and AIs left.
Level 4 sensors also means you can see where the enemy is putting their power and how far along repairs are going.
I'm just suggesting these options for CE: Infinite and I'm also saying they should be very expensive (like 800 scrap expensive)
It's more of an issue that when you are in the room (such as when you fight off boarders), the system gains an extra bar of power and thus is disabled. It's not a major problem, but it is inconvenient and irritating.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Fri Sep 12, 2014 7:59 am
by stylesrj
Sleeper Service wrote:If lvl 4 doors and sensors glitch out when manned then I won't put them in. There is already enough half-broken stuff in the mod
Maybe just sensors, because no one really stations sensors unless they've got spare crew or when it's at level 1 and you want to see what's on the enemy ship
Krazyguy75 wrote:It's more of an issue that when you are in the room (such as when you fight off boarders), the system gains an extra bar of power and thus is disabled. It's not a major problem, but it is inconvenient and irritating.
So is having enemies teleport in your door room and dropping them by a level as your crew fights off the intruders while a second group is trying to bust through elsewhere.
Then once the boarders are wiped out in the room, you should be moving the security team elsewhere.
Although, I find boarders irritating, especially those who should be prevented by Level 3 Blast Doors. 152 turrets? If I can stop intruders at a refuelling station, some pirate goons shouldn't be trouble either.
Also, Infinite Space really does make me have to make a choice between "Pre-Igniter for my Glaive Beam" or "Stop Annoying Boarding Events With Lanius and AIs"