FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
MightyKebab
Posts: 90
Joined: Sun Dec 15, 2013 3:00 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby MightyKebab » Fri Feb 28, 2014 9:47 pm

I think the Flagship's weapon rooms' crew should be replaced by AI avatars.


I mean, how did those guys even got there? Sure, you could say they teleported but it's just suicide. How do they eat and drink? How do they sleep? How do they survive?


It makes a little bit more sense if flagship generated various avatars to man these weapon-platform prisons. On the other hand it would be a weakness. Boarders would spend even less time taking them out and you could kill the AI without anti crew weapons.
Mr. Mister
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Mr. Mister » Fri Feb 28, 2014 11:16 pm

You know... maybe if one of you (I don't know how to work with gifs) could video-capture a clear example of how a tier 2 defense drone shoots at the explosion animation of a laser (with the long UI prompt to give a clear message), turned it into a .gif and posted it in /r/ftlgame, maybe Matthew would say he would fix it for the AE update. It's already happened with a bunch of very specific bugs already, and it would do CE good.
aaaaaa50
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Joined: Thu Apr 11, 2013 9:08 pm

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby aaaaaa50 » Sat Mar 01, 2014 12:41 am

Image

I recall some fun conversation about this unique ship design a while back in the thread. Found this today over here on reddit.
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Russian Rockman
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sat Mar 01, 2014 1:05 am

MightyKebab wrote:I think the Flagship's weapon rooms' crew should be replaced by AI avatars.


I mean, how did those guys even got there? Sure, you could say they teleported but it's just suicide. How do they eat and drink? How do they sleep? How do they survive?


It makes a little bit more sense if flagship generated various avatars to man these weapon-platform prisons. On the other hand it would be a weakness. Boarders would spend even less time taking them out and you could kill the AI without anti crew weapons.


Glad somebody else is as bugged with that as me. Have you made it to the third stage of the Boss yet? It now has doors to the laser and missile room. For myself I modded all the weapon rooms to have doors on all 3 stages. It looks kind of cool and it doesn't really change much gameplay wise since the Rebels don't go repair them... But let say you launch a Defense drone in there. Now if doesn't get permanently stuck!

Unfortunately changing those crew to AIs is impossible.

What you said about them teleporting in there also make me want the ability to teleport witching ones own ship! It would really open up a lot of possibilities for custom ship.
Zandorum
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Joined: Sun Sep 22, 2013 10:19 am

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Zandorum » Sat Mar 01, 2014 6:21 am

Could you please add the option to Continue with your Business when you go to a Beacon so if you just need it to get around something that you can just use it as a way to get somewhere.
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Estel
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Estel » Sat Mar 01, 2014 11:35 am

MightyKebab wrote:I mean, how did those guys even got there? Sure, you could say they teleported but it's just suicide. How do they eat and drink? How do they sleep? How do they survive?


Well, rockman B doesn't even have *airlocks*, so it's safe to assume, that teleport-only ships/rooms are quite common in FTL universe. Many examples of non-accessible systems on many ships, too.

Also, as mentioned, phase 3 implies, that there *is* a maintenance tunnel to those rooms that - in case of real emergency - could be used by crew to get out of there, if teleport isn't available. Sadly, the fact that they don't use it is a game limitation (although drones are pretty happy with going there).

Zandorum wrote:Could you please add the option to Continue with your Business when you go to a Beacon so if you just need it to get around something that you can just use it as a way to get somewhere.


Da what? :shock:

/Estel
Russian Rockman
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Russian Rockman » Sat Mar 01, 2014 12:06 pm

Russian Rockman wrote:I got an idea for another AI ship. Thinking about the Lanius I wondered "Why the heck are there beacons in Uncharted Nebulas and Hazard Sectors anyway?" Well obviously an automated AI ship is placing beacons throughout the galaxy. ;) There could be an automated beacon layer that is malfunctioning an runs commences its defensive protocols. Perhaps if you defeat this ship you could hack the beacon network and delay the fleet, get a map of all the beacons in the sector, or the ADV. FTL Navigation Augment etc...

This automated ship would appear only in Uncharted Nebulas, Hazard Sectors, and unexplored sectors of the galaxy.

Russian Rockman wrote:
Mr. Mister wrote:The beacon layer would need to be a big, juggernautic automated ship, with most of its internal space occupied with the machinery necessary for it to perform FTL travel without beacons. Still, I really like the idea of getting Adv. FTL NAvigation from it.


I present to you kartoFlane's Auto-Cruiser...
viewtopic.php?f=11&t=17131

kartoFlane wrote:Honestly, I kinda thought I already gave some sort of permission to use this to anyone who wants to, seeing as I've used CE's weapon idea and graphics in my other ship ;)
Not to mention the event idea itself is very cool indeed.


SEE, told you it would fit... KINDA..... ;) I spent a while turning Kartoflane's Auto-Cruiser into an enemy Beacon Layer AI ship and here it is. Gotta admit it was a lot harder than I thought. I've never edited an enemy ship before or done anything to do with ship events.

What do you think?

Still a few things it needs.
1.) A new cloaking image to match the vanilla ones
2.) It probably needs to be shrunken a little bit
3.) The weapon mounts need to be adjusted
4.) Need to change the auto weapon loadout and system stats
5.) Maybe change the layout a bit and maybe make a couple variants

Image
https://www.dropbox.com/s/p4ful06u5o0dc ... 0Enemy.png

.FTL
https://www.dropbox.com/sh/p2viqswxjt7kuw4/nB_8xj-g11
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Sleeper Service
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Sleeper Service » Sat Mar 01, 2014 12:43 pm

Oh wow, I though it was bigger. Will integrate that at some point I guess.
ikeelyou300
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby ikeelyou300 » Sat Mar 01, 2014 12:50 pm

I shrunk it a tiny bit, but not enough I think. Is there a way to shrink the ship or do you have to just resize all the images. I'm kind of a noob to this... :roll:

I could probably come up with some other layouts for it, change the weapon mounts (maybe... again I'm a Noob), and write up some of the XML code for an event with it.

But there are a few things I can not do. Like I can not make a new cloak image (that's any good...) and you would probably want to check whatever I did with the XML to make sure it's not buggy. Also, I'm sure you have a much better concept of how to balance auto_blueprints and weapon loadouts than I do.
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Sleeper Service
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Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Postby Sleeper Service » Sat Mar 01, 2014 1:20 pm

I generally abstain from shrinking cause it decreases visual quality and contrast (visible when you zoom in a lot). How much did you shrink it?

Well I will get to do this stuff eventually, but right now the to do list is already pretty long. The concept has been added and will happen at some point.

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