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Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Mon Oct 24, 2016 12:38 pm
by FearTheBlaziken
While I was playing something similar to
Biohazard063's FTL Mod Roulette Series, I managed to find a couple of issues with Captain's Remix.

The Piercing Ranseur Beam, while it still takes 3 power compared to the standard variant, doesn't seem to pierce shields.

The Missile Defense Drone II's Title name overfill the box.

Both Overclocked variants of the Laser Repeater series (I and II) overfill the box.

[Insert redundant explanation here] (Reactive Healing Cluster Burst)

The Overclocked System Disruptor III overfills the box.
All Heavy Ion weapons and their augmented variants also clip the short name box shown in the cargo/store GUI)

Advanced Rebel Elite Cruiser cuts in-between the hull meter.

All engineering options overfill the event box when you have enough equipment to display. (To be honest, I have no idea how to fix this without making it look like a sore thumb.)
Also in my spare time while translating Arsenal+, I've made my own personal fixes for both Insurrection and Captain's Remix, Replacing the Lanius and Kestrel B's cloaking image with one that's more similar to the normal image, refining a glow issue with the Heavy Laser Drone I, displaying the Ship Module names when you unlock them at their faction's Homeworld event, and a new title screen (Insurrection Only) including the proper copyright text.
If you'd like to integrate my fixes onto your mod, PM me and I would more than happily offer them to you. (because
my Mod's list currently looks worse than the Sega Genesis with all its modules stuck together.)
WARNING: FTL Captains Edition was not designed to be played with Advanced Edition disabled.
Also, are you going to address the AE toggle issue with Captain's Remix anytime soon?
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Mon Oct 24, 2016 2:35 pm
by slowriderxcorps
That was quite extensive... I'm glad to have had those pointed out. I'm not sure how to really go about the Ship Customisation menu either, since what you see there is different from CE anyways, with options divided into three different menus for offense, defense and support. This was done because some ships (mainly the Federation Cruisers) get two options automatically and so they would end up with overflow issues about 90% of the time.
I'll take a look at those suggestions too, why not.
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Tue Oct 25, 2016 5:06 am
by mr_easy_money
mr_easy_money wrote: I noticed that there isn't any mention of changes to stun duration in the weapon tip.
slowriderxcorps wrote:Also the Heavy Stunner's stun duration doesn't change with the Salvaged type, the default stun on it is 7 seconds, it's in base CE where it goes up to 10.
okay but what about the salvaged blast stunner (3 second stun) vs. the regular blast stunner (5 second stun):
also just occurred to me: how come the salvaged ion blast stunner's title is only "Salvaged Ion Stunner"? isn't it missing the "Blast" part? or does that not fit?
EDIT: In one of the merchant quests, I selected the option to "go to the merchant in search of the original reward" or whatever and then the subsequent "added a quest marker to your map" event text has an empty line at the top:
and here is the reward if that helps narrow it down:

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Tue Oct 25, 2016 3:11 pm
by slowriderxcorps
After taking a good look at the fixes sent over by FtB, I've managed to integrate them into both the kit and its modules, as well as NTL back in its own thread. Hopefully nothing's been broken during the process, but with how subtle the tweaks are, it should be okay.
That event with the blank quest text was unchanged from vanilla, fun fact for the day. I've put some words into the silence.
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Tue Oct 25, 2016 9:29 pm
by FearTheBlaziken
Apologies, but you may have overlooked an overwrite command in kestral_2.xml.append where I relocated the new Cloaking Image to its right position (Trust me, I played the Turncoat before and the Image was aligned when I cloaked.)
Code that you have missed.
Code: Select all
<mod:findLike type="offsets">
<mod-overwrite:cloak x="0" y="0"/>
</mod:findLike>
Translated to non-append code for conveniences sake.
Code: Select all
<offsets>
<floor x="86" y="77"/>
<cloak x="0" y="0"/>
</offsets>
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Tue Oct 25, 2016 9:45 pm
by mr_easy_money
since imgur isn't working for me right now, I'll just post this as text.
In Expansion - sMPK Insurrection/data/events.xml.append , event tag "DISTRESS_INDUSTRIAL"
the engi blue option dialog has the following:
"Your Engies knowledge of computers allows it to access the functions of the plant from the safety of your cruiser."
shouldn't "Engies knowledge" be "Engi's knowledge" instead since it is only one engi crew member (and besides, were it more, there would still be an apostrophe missing) ?
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Tue Oct 25, 2016 9:50 pm
by slowriderxcorps
Engi seems to be a really awkward word to decide whether to use the -es ending or -'s, or to use neither of them. And I'm not even sure why that is. I'll try to read over that sentence again once I'm fully-awake to do so with a clear mind.
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Thu Oct 27, 2016 5:07 am
by mr_easy_money
(Captain's Remix)
I was wondering what the difference between the Shotgun Laser and the Burst Laser Mark IV is. I know that the Shotgun Laser has a radius-type of deployment, but the tip suggests that it is slightly faster than the Mark IV. However, in a chance store side-by-side comparison I happened to come across:
The charge time of both weapons seems to be exactly the same (i.e. 17 seconds). Does the faster fire time actually refer to the actual firing speed (i.e. time in between reduced, so faster) ?
I'm going to take a poke at why the cost is the same: shotgun laser in terms of firing is better, but Burst Laser IV is better in terms of accuracy.
{side notes}
I'm in the middle of an Engi C run, sporting Pulse Ion II, Burst Laser Mark II, and Reactive Hull Laser Mark III. I'm leaning towards buying the shotgun laser as I've seen it fired before in Bio's videos, but I don't know which weapon to choose from. Can't have both.
p.s. if anyone is wondering what the Xbox logo in the corner of the second image is some windows 10 feature that lets you take a direct game picture. there was probably some way to do that before but this makes it easy because I don't have to worry about cropping a screenshot. screenshots don't work in fullscreen so this was the next best thing.
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Thu Oct 27, 2016 1:25 pm
by slowriderxcorps
You've basically hit the nail on the head there, the stats for the Shotgun Laser were set in stone before the charge time improvement to the Burst Laser Mark IV was tested and eventually accepted. The accuracy of the Shotgun Laser is bad enough to make reliably damaging 1x2 rooms troublesome, but it's not wide enough to ever miss a 2x2 room.
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Posted: Fri Oct 28, 2016 4:08 am
by sul
I just played Captain Remix, if I understand well its like a polish kit to tweak/fix the Captain Edition mod right ? Does that mean you have all the same content as CE (in addition to the Insurrection content) ? I never played too much CE because I eventually got frustrated by some unfair/too random events, but with CR I feel I had a more balanced experience. Its really a great mod, as always. And I stumbled upon it randomly while redownloading the Insurrection file, you dont advertize your mods much so I'll keep rechecking your page with attention.