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Re: [SHIP] The Scarab

Posted: Sat Apr 27, 2013 3:05 am
by Ora_unit_SR388
How did you get the rail gun to bypass the shields? A higher speed?

Re: [SHIP] The Scarab

Posted: Sat Apr 27, 2013 3:26 am
by Ginger Dragon
Ora_unit_SR388 wrote:How did you get the rail gun to bypass the shields? A higher speed?

There's a trait for the weapons in the coding called "sp" It's short for shield piercing. He just set that value to 5 to make it able to pierce all 5 possible shield bars.

Re: [SHIP] The Scarab

Posted: Sat Apr 27, 2013 9:55 am
by DryEagle
Simply <sp>5</sp>.
Though it's worth noting that a high enough speed *will* cause projectiles to ignore shields completely (like they're moving too fast to register a hit against the shield) as can be seen in my Descent into Darkness mod, where the ultrasonic cannon penetrates even zoltan shields (regular shield piercing does not).

Re: [SHIP] The Scarab

Posted: Sun Jun 30, 2013 12:08 pm
by killer0001970
Custom shields are too epic no matter what ship! :D

Re: [SHIP] The Scarab

Posted: Sun Jul 07, 2013 10:08 pm
by DinosaurSpyKraig
Hey, new guy here on the fourms. I've noticed a pretty big bug, I've tried unistalling things thinking it's a conflict, but I've noticed that sometimes whenever you get boarded via random events you get stuck saying "WARNING INTRUDERS DETECTED" and you can never upgrade your ship. Even after visiting a store.

Re: [SHIP] The Scarab

Posted: Mon Jul 08, 2013 12:08 am
by DryEagle
DinosaurSpyKraig wrote:Hey, new guy here on the fourms. I've noticed a pretty big bug, I've tried unistalling things thinking it's a conflict, but I've noticed that sometimes whenever you get boarded via random events you get stuck saying "WARNING INTRUDERS DETECTED" and you can never upgrade your ship. Even after visiting a store.

They are likely stuck in the space between rooms. Try pressing the open all doors button to see if that fixes it.
However this mod was made during patch 1.0.3.1 so if some later update broke something, well that's unfortunate, but I'm not about to go back and change it now. If you are using that version, you could simply press U to access the upgrade menu...

Re: [SHIP] The Scarab

Posted: Wed May 28, 2014 7:22 pm
by RAD-82
Well, I made an AE update for this, but it doesn't really do much, since the ship is already full and has no room for more systems.

Download from MediaFire

I fixed the console glows, added clone bay support, removed other AE systems from the shops, and added positions to doors and sensors without actually updating the graphics (no consoles, just like I did for Escort Duty and The Viper.)

RAD-82 from Escort Duty thread wrote:I think it is assumed that DryEagle isn't coming back.
FtDLulz from Descent into Darkness thread wrote:Got a reply PM, he pretty much said he's done with FTL and is not going to update.
Until I receive a message from him asking me to take this link down, I present an AE update.


Video:
Biohazard063 - Part 1 - Part 2 missing - Part 3
BrenTenkage - Full run
BrenTenkage - More than two hours in Arsenal+

Re: [SHIP] The Scarab

Posted: Sat Nov 07, 2015 6:22 pm
by Turbo_Scrooge
Can you please give me a more detailed explanation of how to get it to replace a different ship (slug B)

Re: [SHIP] The Scarab

Posted: Sat Nov 07, 2015 7:13 pm
by mr_easy_money
Firstly, this the last reply to this thread was made 1 1/2 years ago. Secondly, DryEagle doesn't do FTL modding anymore.
BUT, i'll answer your question anyways.

there are two ways of doing this:
1. editing the blueprints.xml.append file
2. using a mod published not too long ago which switches which ship gets replaced ( I haven't used this, so I can't explain it, but it's out there )

so number 1:
{ make sure you can see file extensions }
1. locate the .ftl file, in this case scarab.ftl or whatever
2. rename the .ftl file from scarab.ftl to scarab.zip
3. extract the scarab.zip file
4. open the data folder
5. open the blueprints.xml.append file ( a good editor for this stuff is notepad++, which then you should rename it to blueprints.xml, but this isn't necessary in this case, just a general thing to do )
6. locate where it says <shipBlueprint="PLAYER_SHIP_HARD" ...
7. change it PLAYER_SHIP_HARD to whatever ship you want. In this case, change it to PLAYER_SHIP_JELLY_2
7a. save the file (duh!)
7b. rename it back to blueprints.xml.append if you changed the file extension
8. zip up the folders inside the main folder (these are data, resource, maybe mod-appendix) by selecting all of them then either sending them to an archive (7zip, winrar?) or sending them to a compressed zipped folder
9. rename the newly made compressed zipped folder from scarab.zip to scarab.ftl
10. place the ftl file in the mods folder of SMM and enjoy!

Re: [SHIP] The Scarab

Posted: Sat Nov 07, 2015 7:43 pm
by meklozz
You could use my mod which is meant exactly for this!

viewtopic.php?f=11&t=28753