[Tool] Superluminal 2.2.1 - FTL Ship Editor
-
- Posts: 10
- Joined: Sat Mar 29, 2014 3:37 pm
Re: [Tool] Superluminal 2.1.1
"Unable to animte [sic] gibs because the ship has no gibs."
-
- Posts: 1
- Joined: Mon Mar 23, 2015 5:51 am
Re: [Tool] Superluminal 2.1.1
So, firstly I'd like to say, this program is pretty damn wonderful, I've been using it for a while now and so far no problems. However I've also decided to download the Captain's Edition mod to gain a few more pre-made parts etc (however, without Endless loot installed). This may have already been queried on this forum, however I've come across the problem where the ships will be created all well and fine, and uploaded to SMM, even the patching doesn't crash (although I haven't checked the logs in the command prompt in the background, perhaps something is in there). The game will even boot properly, and I can start a new game with the ship that I created (bar a few times that it just doesn't load), however after one or two jumps, the game crashes entirely. I was wondering if there is some sort of recommendation for how to overcome this? I've tried simplifying the ships, using only original edition parts etc, but it's always ended up crashing for CE.
Muchos Gracias.
EDIT: More specifically, it would seem to be that I can't use augments that require power.
Muchos Gracias.
EDIT: More specifically, it would seem to be that I can't use augments that require power.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] Superluminal 2.1.1
That may be because the editor does not include the CE assets you used in your mod. This means that your ship has a dependency on CE, and won't work properly (or even at all) without it installed.
Though generally this means that the game should crash for you as soon as you tried to select your ship in the hangar... If the crash happens after several jumps, then this would indicate a problem with an event somewhere in CE itself. Or maybe your ship mod is accidentally overwriting some of CE's stuff... In which case inverting the mod order should fix it (ie. put your mod above CE)
Though generally this means that the game should crash for you as soon as you tried to select your ship in the hangar... If the crash happens after several jumps, then this would indicate a problem with an event somewhere in CE itself. Or maybe your ship mod is accidentally overwriting some of CE's stuff... In which case inverting the mod order should fix it (ie. put your mod above CE)
Superluminal2 - a ship editor for FTL
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: [Tool] Superluminal 2.1.1
Ancatronus, does your ship have more than 31 reactor power? If so, any power-reducing event like augments or ion storms will crash the game.
- TheFallenAngel359
- Posts: 111
- Joined: Fri Feb 13, 2015 8:22 pm
Re: [Tool] Superluminal 2.1.1
NarnKar wrote: If so, any power-reducing event like augments or ion storms will crash the game.
Wait, there are augments that limit power? I don't remember those being in the game. Do you mean pulsars?
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: [Tool] Superluminal 2.1.1
In CE, Combat Augments, such as the ASB or the Targeting Jammer, are offered for activation at the start of the battle, but take away a few reactor bars.
BTW, Pulsars =/= Ion Storms. Ion Storms cut your available reactor power in half, whereas Pulsars randomly ionize systems.
BTW, Pulsars =/= Ion Storms. Ion Storms cut your available reactor power in half, whereas Pulsars randomly ionize systems.
-
- Posts: 8
- Joined: Wed Apr 01, 2015 1:20 pm
Re: [Tool] Superluminal 2.1.1
Awesome tool! but I have a few problems, could you possibly help out?
for one, I've been having some issues with the ships i make, for one, i've spent HOURS trying to make a bsg viper, but when I try to load the mod, no matter which slot it replaces, it crashes when I try to use it, I have 2 weapons, normal rooms all images for everything it could need (cloak shields etc.) but it just crashes and I am utterly stumped, is it bad editing on my part or something else?
Every single stat for the ship:
hull 30
Shield lvl 2
engines lvl 4
lvl 3 weapons
lvl 1 medbay oxygen pilot sensors and doors
lvl 1 cloak
All its gibs are in the right format as are all of the other pics for it
It has 8 rooms
I have no idea what is wrong, but i really want to get it working
Thanks
for one, I've been having some issues with the ships i make, for one, i've spent HOURS trying to make a bsg viper, but when I try to load the mod, no matter which slot it replaces, it crashes when I try to use it, I have 2 weapons, normal rooms all images for everything it could need (cloak shields etc.) but it just crashes and I am utterly stumped, is it bad editing on my part or something else?
Every single stat for the ship:
hull 30
Shield lvl 2
engines lvl 4
lvl 3 weapons
lvl 1 medbay oxygen pilot sensors and doors
lvl 1 cloak
All its gibs are in the right format as are all of the other pics for it
It has 8 rooms
I have no idea what is wrong, but i really want to get it working
Thanks
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: [Tool] Superluminal 2.1.1
It would be helpful if you posted your ship file for download. My first guess is artillery, though.
-
- Posts: 8
- Joined: Wed Apr 01, 2015 1:20 pm
Re: [Tool] Superluminal 2.1.1
NarnKar wrote:It would be helpful if you posted your ship file for download. My first guess is artillery, though.
I'll post it up, also i saw that it set artillery automatically, but i haven't added an artillery room and there seems to not be a way to disable it, could that be it?
-
- Posts: 8
- Joined: Wed Apr 01, 2015 1:20 pm
Re: [Tool] Superluminal 2.1.1
Here is the ship file:
https://drive.google.com/open?id=0B9VUb ... authuser=0
https://drive.google.com/open?id=0B9VUb ... authuser=0