Page 495 of 658

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Tue Mar 10, 2015 1:02 pm
by Biohazard063
Tomike wrote:Can someone help me please.... there is this Grey backround on the ship and also i cant see my weapons.
I'm not the greatest when it comes down to trouble shooting, but I can think of 2 things that could've gone wrong.
Either a corrupted download or a problem with mod load order.
I don't know if you're using any other mods beside just CE.
But if you're just using CE this is how it should look like.

CE Resource Pack 1.27.ftl
FTL Captains Edition 1.273.ftl

So get them in that order in slipstream, tick them both on and click patch.
If you're using multiple mods, you may want to post your mods list (and order here).
If you're new to using slipstream, I created a small tutorial on how to use it using CE as example.
You can find the video here :
https://www.youtube.com/watch?v=zX81JGf-oK8

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Tue Mar 10, 2015 4:13 pm
by Tomike
Biohazard063 wrote:
Tomike wrote:Can someone help me please.... there is this Grey backround on the ship and also i cant see my weapons.
I'm not the greatest when it comes down to trouble shooting, but I can think of 2 things that could've gone wrong.
Either a corrupted download or a problem with mod load order.
I don't know if you're using any other mods beside just CE.
But if you're just using CE this is how it should look like.

CE Resource Pack 1.27.ftl
FTL Captains Edition 1.273.ftl

So get them in that order in slipstream, tick them both on and click patch.
If you're using multiple mods, you may want to post your mods list (and order here).
If you're new to using slipstream, I created a small tutorial on how to use it using CE as example.
You can find the video here :
https://www.youtube.com/watch?v=zX81JGf-oK8
Thanks for the help.... i kinda forgot to install the Resource Pack :D xD i am new to this.

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Thu Mar 12, 2015 6:57 pm
by Fadedsun
Sorry for anything I say here that's already been mentioned in this thread. I know it's pretty old now. New to CE after playing AE. Is one of the known glitches having events happen after continuing on after having saved and quit? Quite a few times I've returned to the game; say, saving after a battle where nothing is now occurring, only to have the game pull up an event text, taking away some scrap and giving me some trade items, weapon or augment that I have no business receiving or even tried to get. It's a little annoying, especially when I lose random scrap that I was saving :cry:

I'm having a lot of fun playing CE after AE. It's a hell of a lot harder, especially early game when ships can have ridiculous weapon load outs. I'm not sure if it's as balanced as the mod claims to be. I've been screwed on my first couple jumps more than enough times already. Losing half my hull on my first jump or two? I don't know about that. Some weapons also have code where info should be (i'm sure this has already been noted) and some of the new quests have a lot of typos. I'm nitpicking, though. This is a great mod and I'm happy to be playing it.

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Thu Mar 12, 2015 8:34 pm
by Tomike
Fadedsun wrote:Sorry for anything I say here that's already been mentioned in this thread. I know it's pretty old now. New to CE after playing AE. Is one of the known glitches having events happen after continuing on after having saved and quit? Quite a few times I've returned to the game; say, saving after a battle where nothing is now occurring, only to have the game pull up an event text, taking away some scrap and giving me some trade items, weapon or augment that I have no business receiving or even tried to get. It's a little annoying, especially when I lose random scrap that I was saving :cry:

I'm having a lot of fun playing CE after AE. It's a hell of a lot harder, especially early game when ships can have ridiculous weapon load outs. I'm not sure if it's as balanced as the mod claims to be. I've been screwed on my first couple jumps more than enough times already. Losing half my hull on my first jump or two? I don't know about that. Some weapons also have code where info should be (i'm sure this has already been noted) and some of the new quests have a lot of typos. I'm nitpicking, though. This is a great mod and I'm happy to be playing it.
That happened to me only once after one battle i received an event text but it was woth it.
However 2 days ago i lost all save thaks to power outage. Sight now i am wondering if i should unlock everything all over again or just edit my saves because i want to play CE.

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Thu Mar 12, 2015 11:30 pm
by GotNinja101
I'm not completely sure if it's a problem with the compatibility addon or with the mod itself, but Better Planets and Backrounds doesn't work for me. The EL Texture Pack also crashes my FTL. Is this a known problem?

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Sat Mar 14, 2015 8:57 am
by Krazyguy75
Fadedsun wrote:Sorry for anything I say here that's already been mentioned in this thread. I know it's pretty old now. New to CE after playing AE. Is one of the known glitches having events happen after continuing on after having saved and quit? Quite a few times I've returned to the game; say, saving after a battle where nothing is now occurring, only to have the game pull up an event text, taking away some scrap and giving me some trade items, weapon or augment that I have no business receiving or even tried to get. It's a little annoying, especially when I lose random scrap that I was saving :cry:

I'm having a lot of fun playing CE after AE. It's a hell of a lot harder, especially early game when ships can have ridiculous weapon load outs. I'm not sure if it's as balanced as the mod claims to be. I've been screwed on my first couple jumps more than enough times already. Losing half my hull on my first jump or two? I don't know about that. Some weapons also have code where info should be (i'm sure this has already been noted) and some of the new quests have a lot of typos. I'm nitpicking, though. This is a great mod and I'm happy to be playing it.
Y'know, this is a mod, so you can post specific complaints. Game is buggy? Post some screenshots! Weapon too strong? Which weapon and why?! Typos? Screenshots please, and I'm sure they'll fix it!

In general, I'd say it is balanced in a similar fashion to the original game, just at a much higher scale of difficulty. It avoids extremely OP things (Ion Beams, anyone?) and gives random loot, so no run is guaranteed to be OP. Events are equally rewarding and punishing. Really, only the early game enemies are harder, and that merely makes the difficulty on easy more akin to hard (maybe slightly easier) and scales from there.

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Sat Mar 14, 2015 5:10 pm
by NarnKar
I believe Sleeper Service said somewhere (and maintains by this doctrine) that every weapon is useful, but "useful" depends on your loadout.

The trouble with that notion is that, for me personally, so many of the weapons and drones are only marginally useful at best and work with so few loadouts, that I stick to the ones I'm familiar with. For me, the selection ends up railroading me into one of the standard gunship/droneship/teleport builds using mostly vanilla FTL weapons.

Maybe I'm just not experienced with CE, and I'm afraid to take a chance on something unfamiliar--maybe that's a problem that applies to vanilla FTL as well, when first starting out.

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Sun Mar 15, 2015 12:20 am
by LULZferBAKON
I'm having texture issues with Endless Loot, and yes I've read the troubleshooting. Everything seems to be working fine except that all of the Endless Loot weapons/drones are invisible. I have the texture pack downloaded and installed and my load order seems to be okay. I've tried uninstalling/re-installing as well as re-downloading the Endless Loot + Texture Pack but no matter what I do the textures don't show up.

Current Load Order:

better_asteroids
Better Planets and Backgrounds_v 1.3.1
CE Resource Pack 1.27
FTL Captains Edition 1.273
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.266
CE Infinite Addon 1.267
CE Additional Music Infinite Compatibility Patch 1.0
EL Texture Pack 1.27
CE Endless Loot Addon for CE Infinite 1.27
CE Non-EL Enemy Loadouts Addon 1.26
CE Vanilla Portrait Patch V2
Disable Fleet
Artillery Crash Fix 1.0

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Mon Mar 16, 2015 4:59 pm
by Biohazard063
NarnKar wrote:I believe Sleeper Service said somewhere (and maintains by this doctrine) that every weapon is useful, but "useful" depends on your loadout.

The trouble with that notion is that, for me personally, so many of the weapons and drones are only marginally useful at best and work with so few loadouts, that I stick to the ones I'm familiar with. For me, the selection ends up railroading me into one of the standard gunship/droneship/teleport builds using mostly vanilla FTL weapons.

Maybe I'm just not experienced with CE, and I'm afraid to take a chance on something unfamiliar--maybe that's a problem that applies to vanilla FTL as well, when first starting out.
Feeling the same way about that...
I've bought artillery once and that was it. None of them seem worth it even though I haven't tried them all yet. Maybe with a description stating what it does on every ship I might think otherwise. But usually the system slot can be filled with something more usefull. Still, having the option is great.
And minelaunchers, don't get me started on those.
They seem to come short on basically everything.
Compared to lasers : Take up ammo, can be shot down by pretty much all defense drones
To missiles/swarm missiles : No system damage, hull damage/power is higher though.
Compared to scatter lasers : Can bypass shields but can't deplete them either.
Bomb : System damage is often more beneficial then hull damage and for doing hull damage, you don't want to be relying on missile consuming weapons anyway. Adding the fact that bombs can't be shot as well.

The only thing they seem to have going for them is cheap and do decent hull damage per missile and power required.

Anyway, as said before, every weapon has its niche no matter how small it is, same thing for the artillery system. Different strokes for different folks and all that. And when it comes down to it I'd rather face an enemy with a mine launcher then an enemy with a missile launcher.

Re: FTL Captain's Edition 1.273/Inf 1.267/EL 1.266

Posted: Tue Mar 17, 2015 8:28 pm
by RandomGamer342
I found two buggy events at the starting civillian sector.
There's a beacon with an asteroid field that says a rebel automated ship is moving in from hiding to attack, but a ship never appears. You just have to wait for FTL to charge and jump away.
There's an event when you arrive at an exit beacon, and see a civillian trader ship with an empty cargo bay. You can offer to trade goods with the ship, but you never get the possibility to trade the ship after the "sell the augment or else you're cheating" notification. I bought space rations right before that exit beacon if it's of any help.

Link to savefiles from both these locations