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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Tue Sep 16, 2014 10:10 am
by Russian Rockman
stylesrj wrote:I think the Rebel Flagship needs to be toned down on CE Infinite, just a little bit. Maybe it shouldn't have an OP drone on Phase 3.
Since CE Infinite is, well, infinite, you can always keep going and fully upgrade your ship and get the perfect loadout. So the flagship fight has to be hard to maintain the challenge. :twisted:

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Tue Sep 16, 2014 10:16 am
by stylesrj
I know and I thought I had a good layout - Bio Beam for when I was bored and wanted to torture crews, Vulcan for when that ship has a medbay and the Ion III for fast shield depletion

It has been my absolute downfall. The Vulcan or Ion 3 can't even get a lucky hit on their defense drone. I used the Bio Beam to deplete all their drone parts by zapping the repair drone and I found the defense drone isn't good with shots to the bottom, but still most of them are missing.

I mean they score more hits on my defense drone!

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Tue Sep 16, 2014 12:32 pm
by RAD-82
NarnKar wrote:His last encounter was with an Automated Scout that jumped away. However, the Automated Scout encounter left the ASB hazard behind, permanently locking the encounter as hostile, meaning that they couldn't access the beacon map to wait for another no-fuel encounter.

Basically, all they can do is wait for ASBs to fire at them and finish them off, I guess.
No, there is no ASB there, unless CE removed the warning. Even if there is an ASB, he just needs to put a person into the pilot seat to charge the engines to access the beacon map.

So I'll say it again. I don't see anything special in that image. What is he trying to say?

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Tue Sep 16, 2014 3:26 pm
by Shrooblord
Hey CE team!

Thanks for this amazing compilation of mods. I'm having tons of fun with the new game that FTL has become because of it (and boy, it's hard!!).

I have a couple of remarks though.
1. Nebula backgrounds are displayed incorrectly. They look like sliding, flat images with black backgrounds around the cloud image instead of the multi-layered cloud they represented before. It's like the alpha channels aren't being handled correctly.
See an image here:
http://oi61.tinypic.com/wc0aw4.jpg

2. In-game dialog text is missing spaces. For example, I just had my Reactor upgraded due to an in-game event, and it displayed as
Increasedlevelofthe Reactor by1
(or something similar - there were distinct spaces around Reactor and none around the rest of the letters and/or numbers).
Similarly, at the beginning of the game, it says
Fleet delayed by 5jumps
The word 'when' seems affected by this same issue:
10% faster rechargewhen manning shields.
Evasion +5when manning engines.

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Tue Sep 16, 2014 4:25 pm
by slowriderxcorps
Interesting graphical thing there for the first point.. can you confirm your mod order, just to make sure it isn't that? Point two is entirely Slipstream Mod Managers fault, however, as it cannot edit a certain file within the game without editing out a ton of spaces, which is what's causing these text messups. Unfortunately, it doesn't appear like the drive to fix that is appearing anytime soon..

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Tue Sep 16, 2014 4:43 pm
by Russian Rockman
I believe the background nebulas thing may be from BPAB? I remember there was a vanilla nebulas patch because the hi-res nebulas didn't work for everyone. Maybe you should try looking at the moddb page for Better Planets and Backgrounds and download that patch. Other than that it would probably be the mod load order.

And about the spaces thing, I wish those would be fixed as well... Vhati said he is aware of the problem, but he seems busy with other projects and hasn't updated Slipstream Mod Manager in a while.

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Tue Sep 16, 2014 9:59 pm
by ahmedoo
I didn't notice the fact that the oxygen room is not connected to the rest of the ship until I was unlucky with that bording drone. Is this layout correct?

http://zapodaj.net/ed67166e13b34.bmp.html

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Wed Sep 17, 2014 12:53 am
by FortunaDraken
That layout's normal, ahmedoo. I've encountered that ship multiple times, and it's always fun to take out the oxygen then wait for everyone to die (except for when they have a medbay and good shields, then it's annoying! XD)

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Wed Sep 17, 2014 9:42 am
by Russian Rockman
I just noticed that you changed the pilot lvl 2 & 3 descriptions in misc.xml. Those descriptions are... a bit to big for the window... :lol:

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247

Posted: Wed Sep 17, 2014 3:11 pm
by Shrooblord
Yeah, I didn't quite get why the autopilot had that additional text. I thought it was clear enough as it was.

On another note, can anyone tell me if the event text files that are being used by the mod are in one single mod or if they are spread out across all of the ones that are included by downloading this suite of mods highlighted in the first post?

And to answer your questions: yes, the mod load order is correct. However, I haven't checked the moddb page for anything other than the patch necessary to run alongside CE. Will do to see if it fixes my nebulae.

One more thing I noticed: charge weapons no longer have the correct charge indicators and now I need to look at the physical weapon to see if it's charged or not. A slight nuisance, but nothing big. Also, some weapon names write through the weapon's icon on the HUD. For example, the standard missile launcher that comes with the first Kestrel writes some text through the missile icon that should indicate it's a missile weapon, making both illegible. :P

BUT for the rest, amazing, AMAZING mod. I'm having tons of fun with it, even though I've died about 20 times so far without much reason (out-of-control drone ships with hacking, a missile launcher, two shields and a double laser even though I've only had enough time and money to upgrade one of my ship's systems, for example ;) ).

EDIT:
Regarding the nebula patch from BPaB: where in the mod load order should I put it? After the general compatibility patch for BPaB?