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Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:01 pm
by stylesrj
NarnKar wrote:styles, the same happened to me recently, and I never got my 1 power bar back from the augment.
Was it a 3-power augment or a 1-power augment? Maybe CE: Infinite did something with reactor bar power. Or the Verdant Dawn's battery is different to other ships (I can't play CE: Infinite without some sort of other mod on top. Whether its a non-standard ship or non-standard power bars for things like the Level 4 Clone Bay)

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:07 pm
by NarnKar
...I was also playing the Verdant Dawn...on CE Infinite...

dun dun dun

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:14 pm
by stylesrj
Then I don't know what happened. All I knew was that I hacked an automated ship's Hacking with my Hacking Drone, its drone got hacked to pieces and so launched another one and it landed on the Backup Battery. I thought it'd take out two bars, but was mildly amused when it removed one more bar, then gave them both back after the 5 seconds.

Now why was I running a Teleporter Disruptor on an automated ship in the first place? Because the event forced me to do so. Can't remember which one but it didn't give me a white option to fight without wasting a reactor bar.

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:19 pm
by NarnKar
Dude holy shit I also had a Teleporter Disruptor.

Dude.

What the hell.

(Perhaps you are right though. My memory's not too good--maybe giving the power back did happen, but I didn't notice in the thick of battle.)

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:27 pm
by stylesrj
NarnKar wrote:Dude holy shit I also had a Teleporter Disruptor.

Dude.

What the hell.

(Perhaps you are right though. My memory's not too good--maybe giving the power back did happen, but I didn't notice in the thick of battle.)
Not surprising since the Teleport Disruptor is very useful in making those "Hell Yeah!" moments where you've always wanted to say to those guys "Yes, we do mind you trying to steal our ship!"
Especially in CE: Infinite where half the beacons are boarding events of some kind and they always seem to have an AI or a Lanius in the group.

Did you also have two of those advanced weapon targeting systems, because you needed the extra firepower and quicker?

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:34 pm
by NarnKar
Nope, did not have two aiming thingies. I did have a Titanium System Casing and Long Range Scanners.

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:41 pm
by stylesrj
NarnKar wrote:Nope, did not have two aiming thingies. I did have a Titanium System Casing and Long Range Scanners.
Ok, so you're not me from the future then. That's a relief. And a disappointment, because now time travel is further disproved :lol:

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Mon Jan 12, 2015 6:42 pm
by NarnKar
I don't remember moving to Australia, either.

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Tue Jan 13, 2015 2:06 am
by Russian Rockman
NarnKar wrote:I don't remember moving to Australia, either.
You're quote about Captains Edition is on the OP... :lol: :|

Re: FTL Captain's Edition 1.27/Inf 1.27/EL 1.266

Posted: Tue Jan 13, 2015 4:11 am
by SgtFrog
Endless Loot never seems to work for me. Every time I try to get it to work on Slipstream (along with CE Infinite), the mod installation process gets stuck on Endless Loot.

EDIT: Hold on, I took a closer look at the lines of code that scroll past...One line in particular says "Exception in thread 'Thread-6' java.lang.OutOfMemoryError: Java heap space".

That doesn't look good.