FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
The Advanced Plating used to completely disable such systems on the enemy ship but the game would crash if you destroyed the rooms in question.
-
- Posts: 5
- Joined: Tue Jul 26, 2016 2:48 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
So, here's something I discovered in a recent CE run. It's a bug, but you might call it an exploit. Well, more importantly, it's most definitely something wrong in the base game and probably impossible to fix at this point. But it is interesting.
This is something that can only work in CE, because it requires a ship that cannot appear in vanilla. That is, a ship with both Cloaking and a Shield Overcharger. A super shield is supposed to block a Teleporter, but I found a case where it does not. I had already teleported a couple guys over to the enemy ship, so I still had vision of its layout when it cloaked. I had my Teleporter target a room to send another couple guys over during this cloak, so it didn't trigger immediately. But several seconds before the cloak ended, the Overcharger added a level of super shield. And yet, when the ship came out of cloak, my Teleporter triggered as if the super shield wasn't there. Surprise.
This is something that can only work in CE, because it requires a ship that cannot appear in vanilla. That is, a ship with both Cloaking and a Shield Overcharger. A super shield is supposed to block a Teleporter, but I found a case where it does not. I had already teleported a couple guys over to the enemy ship, so I still had vision of its layout when it cloaked. I had my Teleporter target a room to send another couple guys over during this cloak, so it didn't trigger immediately. But several seconds before the cloak ended, the Overcharger added a level of super shield. And yet, when the ship came out of cloak, my Teleporter triggered as if the super shield wasn't there. Surprise.
-
- Posts: 3
- Joined: Fri Jul 29, 2016 1:42 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
I love this mod but i do not like that it enables the rebel fleet as i like to use the disable fleet mod so is there anyway i could edit or you could edit the files so it does not do anything towards the fleet?
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
The disable rebel fleet mod should work if you place it after Captains Edition in the mod load order. That will prevent CEs hyperspace events from working though, then again without Rebel fleet pursuit those become meaningless anyway.
-
- Posts: 3
- Joined: Fri Jul 29, 2016 1:42 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
Yeah i tried putting the Disable fleet at the top of the list and running it but then again no works and i also tried to alter the events code in your mod with adding <modifyPursuit amount="-100000" /> after the text of START_GAME but nothing works.
EDIT: i tried a fresh start of the Captain's Edition mod and still nothing
EDIT: i tried a fresh start of the Captain's Edition mod and still nothing
- elijahdb
- Posts: 303
- Joined: Wed Dec 30, 2015 2:31 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
mattfreeman wrote:Yeah i tried putting the Disable fleet at the top of the list and running it but then again no works and i also tried to alter the events code in your mod with adding <modifyPursuit amount="-100000" /> after the text of START_GAME but nothing works.
EDIT: i tried a fresh start of the Captain's Edition mod and still nothing
You may have misunderstood Sleeper. He said to put the Disable fleet mod after the Captain's Edition mods, not before.
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
Check out the details here.
-
- Posts: 3
- Joined: Fri Jul 29, 2016 1:42 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
elijahdb wrote:mattfreeman wrote:Yeah i tried putting the Disable fleet at the top of the list and running it but then again no works and i also tried to alter the events code in your mod with adding <modifyPursuit amount="-100000" /> after the text of START_GAME but nothing works.
EDIT: i tried a fresh start of the Captain's Edition mod and still nothing
You may have misunderstood Sleeper. He said to put the Disable fleet mod after the Captain's Edition mods, not before.
Ah i see it works now thank you.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
Neat! Although if you'd want me to integrate these you'd have to do the gibs as well.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
I used gimp, available here: https://www.gimp.org/
So are we! Still a long way to go but we are getting there:
Looks good!Qwerty343D wrote:I Just finished the rock assault, here's the image:
Qwerty343D wrote:P.S. Super excited for Hyper-Space Admirals!
So are we! Still a long way to go but we are getting there:
- elijahdb
- Posts: 303
- Joined: Wed Dec 30, 2015 2:31 pm
Re: FTL Captain's Edition 1.284/Inf 1.28/EL 1.282
I also have some Type C hulls that CE may use. You can find them in my signature. (since Qwerty already made the Rock Type C ships (they look awesome, great job dude) you can ignore mine)
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
Check out the details here.